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  • Aerlock
    replied
    Crowd [3e]

    Originally posted by Hound View Post
    Well I guess if I had to choose between either a duplicator with a limit of about 2 to 4 copies at most or a liquid metal man, I guess I would choose.... the duplicator? But I don't know, it depends more on the character rather than the powers. You don't need amazing, ground shattering powers to be an interesting character, and vice versa, having amazing versatile powers does not make you interesting.
    I guess I should have specified, he's a duplicator by descriptor only. I got the basis of the build from Rush's The Cast. I had been trying to build a duplicator on my own for a very long time and kept getting wrapped around the Summon power and investing 100+ pts in it and still not hitting all the tricks I wanted. His duplicator by descriptor only really hit exactly what I was trying to build. Since I was leaning more towards the duplicator I'm going to post it and let you see what you think. If you hate it I will replace it with the living metal guy.

    - Aerlock

    Trevor "Crowd" Johnson - PL 8
    Trevor:

    Crowds Armor:

    Crowds Helmets:


    Abilities Rank Power Bonus Base Cost 20 pts
    Strength 1 0 1 2
    Stamina 4 0 4 8
    Agility 2 0 2 4
    Dexterity 0 0 0 0
    Fighting 3 0 3 6
    Intellect 2 2 0 0
    Awareness 2 2 0 0
    Presence 0 0 0 0
    Advantages Rank From Power? Cost 9 pts
    Benefit, Ambidexterity 1 No 1
    Benefit, Wealth (well-off) 1 No 1
    Eidetic Memory 1 Yes 0
    Equipment 6 No 6
    Instant Up 1 Yes 0
    Teamwork 1 No 1
    Skills Rank Ability Bonus Power Bonus Base Cost 11 pts
    Athletics 3 1 0 2 1
    Deception 6 0 0 6 3
    Insight 4 2 0 2 1
    Investigation 10 2 6 2 1
    Perception 12 2 6 4 2
    Persuasion 2 0 0 2 1
    Technology 4 2 0 2 1
    Treatment 3 2 0 1 .5
    Vehicles 1 0 0 1 .5
    Powers Sub Power Effect Effect Rank Extras/Flaws Extra/Flaw Rank Benefit/Description Cost 84 pts
    Clone Combat Collection of other powers 15 pts
    Everybody Block Enhanced Parry 6 Parry +6 6 pts
    Missed Me Enhanced Dodge 6 Dodge +6 6 pts
    Never Really Down Enhanced Advantages 1 Instant Up 1 pt
    That's Not The Real Me Protection 2 Toughness +2 2 pts
    Duplication Effects Collection of other powers 14 pts
    Duplicate Movement 4 pts
    Teleport 2 120 feet in a move action, carrying 50 lbs 4 pts
    Change Direction 1 The target dupe doesn't need to be facing the same way as the "real" him 1 pt
    Change Velocity 1 The target dupe can be moving if the "real" him is still or vice versa 1 pt
    Subtle 1 This power is him moving the "real" him around in the group of clones so its not real noticable where the "real" him is 1 pt
    Medium: Clones 2 He can only teleport to where a clone already is -2 pts
    Quirk 1 Must be able to physically traverse the intervening space -1 pt
    Lost in the Crowd 10 pts
    Concealment 10 20 pts
    Limited 10 All duplicates are visible, the "real" him is hidden in the crowd -10 pts
    Housekeeping Feature 1 He creates several “servant” dupes to handle various routine, mundane tasks, kind of like a portable Personnel Feature for a headquarters. 1 pt
    Instant Mobs 19 pts
    Move Object 8 16 pts
    Burst Area 8 30 feet radius sphere; DC 18 for half damage 8 pts
    Alternate Resistance Resisted by Parry 0 pts
    Damaging 8 DC 23 Toughness save if hit, DC 19 if Parry save made 8 pts
    Selective 8 Allows him to decide who is and is not affected by it 8 pts
    Precise 1 He can use this effect to perform tasks requiring delicacy and fine control 1 pt
    Feedback 8 Damage taken when clones are hit -8 pts
    Reduced Range 8 Close Range -8 pts
    Reduced Mass 4 800 lbs max capacity -4 pts
    Quirk 2 Needs physical access to area, Solid non-harmful objects only -2 pts
    King of Cosplay 11 pts
    Morph 3 Broad Group: Humanoids; +20 Deception checks to disguise 15 pts
    Increased Duration 3 Continuous Duration 3 pts
    Activation 2 Standard Action to activate -2 pts
    Increased Action 1 Move Action to create the modified duplicate -3 pts
    Quirk 2 The original still exists and The dupe still looks like him, just him as an Elf/Borg/Hulk/Etc. -2 pts
    Monitor Feature 1 He always knows the condition of any of his dupes. 1 pt
    Teamwork Collection of other powers 23 pts
    Canvas the Crowd Enhanced Investigation 6 Investigation +6 3 pts
    Constant Attention Enhanced Awareness 2 Awareness +2 4 pts
    Extra Eyeballs Enhanced Perception 6 Perception +6 3 pts
    Extra Perspectives Senses 3 Accurate: Hearing, Radius: Vision 3 pts
    Group Analysis Enhanced Intellect 2 Intellect +2 4 pts
    Student Body Enhanced Advantages 1 Eidetic Memory 1 pt
    Team Effort 1 pt
    Quickness 2 Perform routine tasks in -2 time ranks 2 pts
    Quirk 1 Only actions that are parallel in nature -1 pt
    We Can Do It Enhanced Will 4 Will +4 4 pts
    Equipment Cost 30 ep
    Cell Phone (Smartphone) 2
    First Aid kit 1 1
    Flash Goggles 1
    Flashlight 1
    Gas Mask 1
    Motorcycle 10
    Multi-tool 1
    Pepper Spray 2
    Taser 10
    Toolkit (Basic) 1
    Offense Attack Bonus DC Defense Type
    Initiative 2 N/A N/A
    Grab 3 11 Special
    Instant Mobs Burst Area 23 Parry
    Pepper Spray 3 14 Dodge/Fortitude
    Taser 0 15 Fort
    Throw 0 16 Toughness
    Unarmed 3 16 Toughness
    Defense Rank Ability Bonus Power Bonus Base Cost 6 pts
    Dodge 10 2 6 2 2
    Parry 10 3 6 1 1
    Fortitude 4 4 0 1 1
    Toughness 6 4 2 0 0
    Will 8 2 4 2 2


    Languages
    English

    Power Points
    Abilities 20 + Powers 84 + Advantages 9 + Skills 11 (22 ranks) + Defenses 6 = 130

    Complications
    Identity: He is trying to keep his regular identity separate from his Super Hero identity.
    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.
    Power Loss: He needs space to manifest his dupes and he cannot dupe through objects. If his crowd is ever reduced to just himself and he's confined in an area without space to manifest a dupe or three, he loses all his powers.
    Quirk: Entangled Feedback: Each instance of him is equally likely to be 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".
    Relationship: Alan and Ito, a couple of his close friends and gaming buddies from college know about his powers.
    Secret: He has super powers!

    Description
    Gender: Male (usually)
    Age: 25
    Height: 5' 8" (usually)
    Weight: 160 lbs.
    Hair: Black (usually)
    Eyes: Black (usually)
    Species: Human (usually)
    Race: Native American/Asian mix (usually)

    Background
    Trevor grew up in a small town in New Hampshire. He had very few friends, and what friends he had were more like acquaintances than anything else. None of the other kids were into the same things he was. He was (still is) a fan of tabletop RPGs, Anime, Comics, Physics, Robotics, etc. and finding someone that has even heard of those things, much less liked them, in his small town was difficult. He didn't have any close friends, much less a girl friend, all through high school. That all changed when he went away to college in West Port City. He discovered other people with the same interests. He was introduced to Cosplay and the Maker community and added those to his list of many, many things he loved. He still hasn't been successful in the girlfriend department, but his growing confidence due to being an actual super hero might change that soon. Though the possibilities of his ability to create dupes of different races/sexes have crossed his mind, he hasn't acted on those either.

    During his senior year of college he was helping his friends Alan and Ito on their Applied Physics final. Their project was to build a "small" particle accelerator, that if they were successful, would increase the efficiency and reduce the power requirements of physics experiments for everyone. Unfortunately for his friends and fortunately for him something went wrong during one of the test runs. Just as Trevor was adjusting one of the particle guiding magnets a couple of dimensionally teleporting supers popped into the room in the middle of a fight. They were popping in and out of the room multiple times a second trying to get the better of the other and disappeared again after about thirty seconds. Their fight somehow activated the accelerator and the particle beam shot out of the misaligned guide and struck Trevor. The residual dimensional energies from the teleporters were somehow caught by the accelerator and fed through the guides directly into Trevor. After the teleporters disappeared Alan, Ito and Trevor started calling out to each other to see if they were all right. Trevor noticed an echo when he spoke and turned around to see himself.

    After a brief freak out on the part of all 4 of the people (Alan, Ito and 2 Trevors) in the room, Trevor discovered that he now had the ability to effortlessly summon duplicates of himself. He swore Alan and Ito to secrecy. They spent many weeks discovering the extent of Trevors power and brainstorming ways to use it. Super heroics frequently came up, as well as ways to make money with it. Being poor college students they tried the money making first. Direct duplication of the cash was out, so was duplication of items/materials since they quickly discovered that anything duped disappeared a few minutes after it was out of a dupes hands/personal space. They also found that once a dupe de-instanced, any duped items de-instanced as well. They did discover however that Trevor could choose the instance of duped items that stayed "real". Using that ability and scouring the local Craigslist Trevor spent a few months with several dupes finding and fixing things up for resale, always making sure to dupe the items during repairs so that if one of the dupes messed up he had a backup copy to make "real". He also had his dupes take any job available. Between his Craigslist endeavors and the multiple jobs, he managed to build up quite a substantial nest egg and bought himself, and his friends a large house. He is still working multiple jobs at the same time but has cut back on his fixing things up, since it turned out that he wasn't very good at it. He does have several dupes pretty much full time at the local college, and any geek Cons that may be going on.

    When he inevitably turned to trying out heroics he found he had a knack for it. Despite his cosplay experience and general comic fanboy-ishness, he wasn't very good at coming up with a good superhero costume or name. On his first foray he went out as a knock off Batman calling himself Night Pack. Loaded to the gills with his "Utility belt" that was more like a backpack and an over-sized cape he barely stopped the couple of muggers he found and nearly did more damage to himself than the muggers. It was only through sheer numbers of dupes that he managed to bring them down long enough to get them restrained so they wouldn't run off and couldn't fight back. His second foray into heroics went slightly better. He managed to no almost take himself out, he was just nearly ineffective. He decided to try another route and went out in robes and a wizards hat and tried to use theatrics to distract his enemies while he snuck up on them and took em down. Calling himself Magical Trevor (he thought he was so clever) he armed himself with cheap fireworks and smoke bombs to use as distractions while his dupes attacked from behind. He quickly discovered that the theatrics only worked when you could setup the scene ahead of time. The smoke and flashes from the fireworks caused him just as many problems as it did the bad guys and he again had to resort to just dog-piling the bad guys. After two separate failures he turned to his buddies again and after calling him an idiot, they all worked together to come up with a training regimen for him. So after much reading on strategy and tactics, enrolling some dupes in a few local martial arts classes and several dozen rounds of online multiplayer FPS games where Trevor was one whole team and only using melee weapons, his fighting abilities improved. Next the guys worked on his costume. Taking a cue from Edna Mode, and plain common sense, they did away with the cape and flowing wizards robes. Trevor's motorcycle gave them the final idea for his costume. Some searching on the internet and they found a full body motorcycle racing suit that would protect him and his identity. He has two helmets that he alternates between on his patrols. Both are pretty nerdy and distinctive, but his friends haven't been able to dissuade him from using them. After his disaster with the smoke bombs and fireworks he's adapted both helmets to have a filter system on the air intakes to keep out smoke and any stray fumes from his pepper spray. His latest forays into the life of crime fighting have been much more successful.

    POWER SPECIFICS

    Trevor 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.

    His carrying capacity for duping is between 50 and 75 pounds of inanimate objects. It has fluctuated slightly depending on the items being duped and he hasn't yet figured out all the parameters to what can and can't be duped beyond being restricted to non-living items.

    Team Effort
    This really only benefits him on 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.

    King of Cosplay
    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. He still gets the Disguise bonus to make himself look like whatever creature or character he's trying to look like even though he is still noticeably himself. You want an Elf? He's Trevor the Elf not Legolas. You want a Borg? He's Trevor the Lady-Borg not Seven of Nine. He'll look 100% like an Elf or a Borg or whatever, but is always still recognizably Trevor.

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  • Aerlock
    replied
    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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  • Aerlock
    replied
    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.

    Leave a comment:


  • Aerlock
    replied
    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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  • Aerlock
    replied
    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; 2nd July 2016, 04:48 PM.

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  • Aerlock
    replied
    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; 26th May 2016, 08:03 AM.

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  • Aerlock
    replied
    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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  • Aerlock
    replied
    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)

    Leave a comment:


  • Aerlock
    replied
    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; 9th May 2014, 02:28 PM.

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  • Aerlock
    replied
    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; 23rd May 2014, 12:28 PM.

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  • Aerlock
    replied
    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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  • Aerlock
    replied
    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.

    Leave a comment:


  • Aerlock
    replied
    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.

    Leave a comment:


  • Aerlock
    replied
    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

    Leave a comment:


  • Aerlock
    replied
    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."

    Leave a comment:

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