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  • Rush's Characters (new: Blitz)

    Here's my first few characters presented to the forum (in forever, anyway.) All so far are from homebrew settings, and all are for version 3e of the game, except where stated otherwise. Also, unless otherwise stated characters are PL 10, 150pp. Suggestions welcome!

    The Cast - Duplicating crime fighter
    Psigothe - Pure psi, mental & physical
    Rush - Entrepreneurial speedster

    Been a while since I added to these, but next in the homebrew lineup:

    2016-05-03: Oat - Density-increasing scrapper

    2016-05-14: Ardent - Young tech prodigy with intelligent, protective nanites

    2016-06-29: Mr. Smooth - Timid psychic with awesome belief-dependent power

    2016-07-07: The Cast - Reworked into a simpler build more appropriate for online play
    2016-07-07: Mark Manning - Tactile-telekinetic high-school jock (PL 8, 90pp)

    2016-07-25: Sam & Djinn - Budding archeologist and his leashed djinn

    2016-07-28: Sovereign - Empowered incarnation of individual sovereignty

    2016-08-30: Conduit - Telepathic host to 4 other psychic personalities

    2016-11-28: Tokleph - Diplomatic sword-wielding alien prince

    2016-12-19: Krim - Cosmic energy paragon with an internal reserve

    2016-12-30: Torrent - WWII-era hydrokinetic con man (PL 8, 130pp)

    2017-01-09: Ashtarel - Amnesiac angel-man

    2017-01-31: Zenith - Thrill-seeking telepathic prodigy

    2017-02-06: Occam - Assassin-like ranged phaser

    2017-02-12: Draco - Young white dragon trapped in human form

    2017-03-11: Cicero - Street-level psychic detective (PL6, 90pp)

    2017-03-17: The Glitch - Neurally-empowered fighter (PL6, 120pp)

    2017-04-14: The Cast - Falcon-themed duplicating crime fighter; improved!

    2017-07-13: Cicero (the Mage) - Young, academic symbol-mage user (new character)

    2017-07-20: Photon - The living hologram

    2017-09-14: Zenith (redone) - Thrill-seeking psychomimetic; simpler build!

    2017-09-21: Oat (redone) - Density-increasing scrapper; simpler PL 8 build!

    2017-11-04: Synth - Power-synthesizing mimic

    2017-11-11: Rook - Bioshifter (can alter personal biology)

    2017-11-14: Vector - VR Game Hero, in real life

    2018-01-03: Edge - Psi-neutralizing bounty hunter

    2018-01-06: The Cast - Duplicating crime fighter, updated

    2018-04-12: Pocket - Kinetic energy-absorbing stunt devil

    2018-04-26: Flux - Precognitive gunslinging investigator

    2018-07-09: Blitz - Lightning-empowered speedster swordsman
    Last edited by Rush; 9th July 2018, 07:04 PM.
    My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
    Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

  • #2
    Re: Rush's Characters (The Cast)

    THE CAST
    Falcon-themed, duplicating crime fighter

    PL 10, 150pp
    Real Name: Tim O'Brien
    Occupation: P.I. Consultant
    Height: 5ft. 11in. Weight: 185lbs.
    Hair: Red Eyes: Brown
    Age: 25 Sex: M

    NOTE: The Cast, mechanically, can only have one true duplicate (with both a move and standard action per round) at a time. However, the power is arrayed along with his Group Duplication power, which grants trait bonuses... he must choose between them at any given time. The stats below reflect his use of Group Duplication instead of having a true duplicate out. With the true duplicate active, mental stats for each character drop a little and they each have more limited senses and a lower Perception bonus.

    ABILITIES
    Strength 2 (+2), Stamina 2 (+2), Agility 2 (+2), Dexterity 2 (+2)
    Fighting 4 (+14), Intellect 2 (+4), Awareness 2 (+4), Presence 1 (+3)

    ADVANTAGES
    Equipment 4, *Move-by Action, *Prone Fighting, *Weapon Bind
    * = from "Group Duplication"

    SKILLS
    Acrobatics 1 (+3), Athletics 1 (+3), Deception 2 (+5), Expertise: Streetwise 4 (+8), Insight 4 (+8), Intimidation 2 (+5), Investigation 4 (+8), Perception 4 (+14), Persuasion 2 (+5), Ranged Combat: Throwing 1 (+3), Stealth 3 (+5), Technology 1 (+5), Vehicles 1 (+3)

    POWERS
    Primary Duplication (Array) - 25pp
    Group Duplication (Container)
    - Constant Attention (Enhanced Awareness 2)
    - Coordinated Action (Quickness 2)
    - Duplicate Feats (Enhanced Trait 3)
    - Enhanced Impression (Enhanced Presence 2)
    - Extra Eyeballs (Enhanced Trait 3)
    - Extra Perspectives (Senses 3)
    - Group Analysis (Enhanced Intellect 2)
    - Huddled Warmth (Immunity 1)
    Independent Duplications (Summon 10)

    Clone Combat (Container) - 36pp
    Expendable Targets (Enhanced Trait 12)
    Extra Bodies to Hit (Protection 4)
    Multiple Fighters (Enhanced Fighting 10)

    Duplication Effects (Array) - 11pp
    Decoys (Concealment 10)
    Duplicate Movement (Container)
    - Appear, Disappear (Teleport 1)
    - Coordinated Motion (Movement 2)
    - Never Really Down (Enhanced Trait 1)
    - Wave of Bodies (Leaping 3)

    Instant Mobs (Burst Area Move Object 6) - 25pp

    OFFENSE
    Initiative +2
    Instant Mobs (Burst Area) (Damage 6)
    Falcon Blades (ranged) +3 (Damage 3)
    Unarmed +14 (Damage 2)
    Throw +2 (Damage 2)

    DEFENSE
    Dodge 0 (+14/2)
    Parry 0 (+14)
    Toughness (+6)
    Fortitude 0 (+2)
    Will 0 (+4)

    POWER POINTS
    Abilities 34 + Advantages 4 + Skills 15 + Powers 97 + Defenses 0 = 150



    EQUIPMENT
    Flashlight (1ep)
    Mini-tracer (1ep)
    Multi-tool (1ep)
    Restraints (1ep)
    Toolkit (Basic) (1ep)
    Falcon Blades (Shuriken) (3ep)
    Motorcycle (12ep)
    - Speed 6 (120mph, 1800ft/rnd)
    - Feature: Alarm 1
    - Feature 1: Electric & Stealthy
    - Strength 1, Toughness 8, Size: Medium


    POWER BREAKDOWN
    (all powers include both the Duplication and Quantum descriptors)

    Duplicate Feats (Enhanced Trait 3)
    Move-by Action, Prone Fighting, Weapon Bind

    Extra Eyeballs (Enhanced Trait 3)
    Perception 6 (+14)

    Extra Perspectives (Senses 3)
    Accurate Hearing
    Radius Sight

    Huddled Warmth (Immunity 1)
    Environmental Condition: Cold

    Independent Duplications (Summon 10)
    *Heroic (+2p/r)
    *Custom: Max distance apart = 250ft. (-2p/r)
    - Mental Link (+1pp)
    - Subtle (+1pp)
    - Feature: Both are real (50% chance of affecting original) (+1pp)
    - Feature: Aware of approaching max distance (+1pp)

    Expendable Targets (Enhanced Trait 12)
    Dodge 12

    Decoys (Concealment 10)
    All Senses
    Limited: Duplicates are all visible (-1p/r)

    Appear, Disappear (Teleport 1)
    - Subtle (+1pp)
    - Quirk: Only 5 ft. max (-1pp)

    Coordinated Motion (Movement 2)
    * Safe Fall
    * Wall-Crawling 1

    Never Really Down (Enhanced Trait 1)
    Instant Up

    Instant Mobs (Move Object 6)
    3200lbs., Damage DC 21, 30ft. radius sphere area: Dodge DC 16 (using Parry)
    *Burst Area 1 (+1p/r)
    *Damaging (+1p/r)
    *Selective (+1p/r)
    *Custom: Parry to avoid instead of Dodge (0p/r)
    *Reduced Range 1: Close (-1p/r)
    - Precise (+1pp)
    - Variable Descriptor 1: Bludgeoning, Crushing, Tearing (+1pp)
    - Quirk: Needs physical access to the area (-1pp)



    BACKGROUND

    Tim grew up an orphan. His parents died in a traffic accident when he was 3, and having no living relatives, Tim became a ward of the state and bounced around multiple foster homes. As is often the case, many of the environments he found himself in weren't exactly conducive to a healthy upbringing; Tim frequently found himself the target of abuse, or even just bullying by other foster children. As his suffering continued, Tim became more emotionally distant, and a worse-behaved youth.

    He finally wound up in a halfway-decent foster home right as he hit his teens, one which introduced him to positive influences in school (and church!) that helped the troubled, but bright kid come to terms with his situation and choose to not head down the wrong path.

    Eventually, Tim made it through high school and graduated, taking an interest in becoming a private investigator. With help from a former school mentor, he landed an internship at a PI agency; it was shortly after that when "the incident" occurred in his city. The glow from the corporate lab that night signaled the decimation of the facility, but also changes across the city. Weird things happened to a number of cars, structures and personal artifacts. And a number of people would up strange new abilities.

    Tim discovered his ability to create multiple quantum instances of himself by accident; when the duplicate wound up uninstantiating, and the remaining Tim acquired the memory of the other's two minutes of divergent lifeline, he immediately understood the gravity of the situation; and quickly learned to make use of it. With his newfound power, he realized he could actually do what had only been a hidden desire in his mind: exact justice on those who continually committed injustice on others. And within the year, he embraced a new identity: The Cast.

    As The Cast, Tim fights crime within his city, and rights wrongs for the benefit of others.

    HERO SPECIFICS

    The Cast is a falcon-themed crime fighter, named after the proper term for a group of falcons. While he mostly fights crime alone, he also teams up with other heroes, realizing his powers and skills can be useful against greater threats.

    He wears a dark cape and cowl, with a simple costume that includes little in the way of protection, preferring to rely on his agility (and powers) for defense. And of course, his utility belt provides the tools he needs. When necessary, his electric motorcycle allows for speedy transport for up to two instances of him.

    POWER SPECIFICS

    Tim can, effortlessly, at will and nearly instantly, create practically any number of new quantum 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 Tim", having the same memories and abilities, and can also do the same things, including create duplicates. With each being the real Tim, 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 (and occasionally, some of its damage.)

    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.

    COMPLICATIONS

    Deficiency: Emotionally Stunted
    Due to his rough childhood, Tim has a hard time relating to others in a positive emotional sense. In fact, he even has difficulty allowing himself to experience positive emotions at all. Not that Tim is unstable--he's as well-adjusted as he can be. He's... just not the guy you want trying to console a citizen who just lost her husband due to a supervillain's attack.

    Motivation: Justice
    Having grown up around injustice, Tim has a strong desire to see justice measured out, but also avoids having that desire become mere vengeance and punishment.

    Quirk: Uncomfortable w/o Duplicates
    Tim has gotten used to the strange mental effects his power brings about, as well as the benefits that having multiple instances of oneself brings. So much so, that he is actually uncomfortable when he does NOT have multiple instances of himself active. He tries to always have a few instances active even when not superheroing, and usually takes extra security precautions before allowing himself to fall asleep.
    Last edited by Rush; 13th June 2016, 08:07 AM. Reason: Correcting misnamed power
    My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
    Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

    Comment


    • #3
      Re: Rush's Characters (new: The Cast)

      Interesting. What setting is this guy part of? A published setting? A homebrew?
      The Architecturae: coming soon.|\__/|The Forever Tree:|\__/|The Forever Tree (the multiverse).\__/The Forever Tree (Earth-G).\__/Forever Tree NPCs.|\__/|The Multi-Faceted Gem: coming soon.|\__/|World-And-Maze:\__/World-and-Maze (the multiverse).

      The Realms of Idrifaulo.

      Comment


      • #4
        Re: Rush's Characters (new: The Cast)

        Originally posted by Hoid View Post
        Interesting. What setting is this guy part of? A published setting? A homebrew?
        A homebrew setting; he's actually been quite fun to play. Having several of someone speaking to an NPC, taking turns participating in a sentence, can be pretty humorous.
        My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
        Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

        Comment


        • #5
          Re: Rush's Characters (Psigothe)

          PSIGOTHE
          (`sī-gŏth)
          Pure psi, mental and physical powers

          PL 10, 150pp
          Real Name: Gregory Hansworth
          Occupation: Writer
          Height: 6ft. 3in. Weight: 220lbs.
          Hair: Brown Eyes: Brown
          Age: 30 Sex: M

          NOTE: Psigothe can vary his offense, defense and other traits through use of his powers. The arrangement below is with him using the Morphic Field Access power of his Mental Psionics array, the "Martial Arts Master" setting of his Collective Memories, and the Telekinetic Enhancement power of his Physical Psionics array.

          ABILITIES
          Strength 2 (+2), Stamina 2 (+2), Agility 2 (+2), Dexterity 2 (+2)
          Fighting 2 (+6), Intellect 2 (+6), Awareness 2 (+6), Presence 2 (+6)

          ADVANTAGES
          Connected
          Inspire 1
          Leadership
          *Accurate Attack
          *All-Out Attack
          *Defensive Attack
          *Power Attack
          *Takedown 1
          **Assessment
          **Eidetic Memory
          **Improvised Tools
          **Jack-of-all-trades
          **Teamwork
          **Well-Informed
          * = from "Martial Arts Master"
          ** = from "Collective Unconscious"

          SKILLS
          Acrobatics 0 (+2)
          Athletics 2 (+4)
          Deception 2 (+8)
          Insight 8 (+14)
          Intimidation 2 (+8)
          Perception 4 (+10)
          Persuasion 6 (+12)
          Sleight of Hand 0 (+2)
          Stealth 0 (+2)
          Technology 0 (+6)
          Treatment 0 (+6)
          Vehicles 0 (+2)
          NOTE: Has the Jack-of-all-trades Advantage

          POWERS
          Mental Psionics (Array) - 53pp
          Mental Illusions (Illusion 10)
          Mental Invisibility (Concealment 10)
          Mind Blast (Damage 10)
          Morphic Field Access (Container)
          - Collective Memories (Variable 1)
          - Collective Unconscious (Enhanced Trait 6)
          - Enhanced Fighting 4
          - Enhanced Intellect 4
          - Enhanced Awareness 4
          - Enhanced Presence 4
          - Enhanced Dodge (Enhanced Trait 4)
          Telepathy (Container)
          - Communication 3
          - Comprehend 1
          - Mind Reading 10

          Mind Shield (Enhanced Trait 10) - 10pp

          Physical Psionics (Array) - 36pp
          Psychokinesis (Move Object 10)
          Telekinetic Blast (Damage 10)
          Telekinetic Enhancement (Container)
          - Barrier (Protection 8)
          - Blocking (Enhanced Trait 8)
          - Levitation (Flight 1)
          - Telekinetic Strike (Strength-Based Damage 8)
          Telekinetic Flight (Container)
          - Flight 8
          - Shielding (Protection 8)
          Telekinetic Shield (Protection 8)

          Psionic Senses (Senses 4) - 4pp

          OFFENSE
          Initiative +2
          Telekinetic Strike +10 (Damage 10)
          Unarmed +6 (Damage 2)
          Throw +2 (Damage 2)

          DEFENSE
          Dodge 0 (+10/2)
          Parry 0 (+10/6)
          Toughness (+10)
          Fortitude 0 (+2)
          Will 0 (+16/6)

          POWER POINTS
          Abilities 32 + Advantages 3 + Skills 12 + Powers 103 + Defenses 0 = 150



          POWER BREAKDOWN
          (all powers include the Psionic descriptor; Enhanced Awareness, Fighting, Intellect and Presence all have the Training descriptor)

          Mental Illusions (Illusion 10)
          Mental - Affects: All Sense Types, Area: 1000cft., DC 20
          *Selective (+1p/r)
          *Resistable: Will (-1p/r)
          - Quirk: Illusions cannot be "retransmitted," electronically or even in a mirror (-1pp)

          Mental Invisibility (Concealment 10)
          Mental - All Senses, 60ft. radius, DC 20
          *Affects Others (+1p/r)
          *Burst Area 2 (+2p/r)
          *Selective (+1p/r)
          *Resistable: Will (-1p/r)
          - Quirk: Concealment cannot be "retransmitted," electronically or even in a mirror (-1pp)

          Mind Blast (Damage 10)
          Mental, Shattering, Fracturing - DC 25
          *Alternate Resistance: Will (+1p/r)
          *Increased Range 2: Perception (+2p/r)
          - Penetrating 8 (+8pp)
          - Split 1: two targets (+1pp)

          Collective Memories (Variable 1)
          Memory, Skill
          *Action 2: Free action (+2p/r)
          *Limited 2: Only non-psionic, human-learned abilities, skills & advantages (-2p/r)

          Collective Unconscious (Enhanced Trait 6)
          Instinct
          Assessment, Eidetic Memory, Improvised Tools, Jack-of-all-trades, Teamwork, Well-Informed

          Enhanced Dodge (Enhanced Trait 4)
          Training
          Dodge 4

          Communication 3
          Mental - Sense Type: Mental - Statewide or across small nation
          *Area (+1p/r)
          *Selective (+1p/r)

          Comprehend 1
          Mental
          Languages - Speak All
          - Quirk: Only via mental communication (-1pp)

          Mind Reading 10
          Mental - DC 20
          *Effortless (+1p/r)

          Mind Shield (Enhanced Trait 10)
          Will 10
          *Custom: Impervious (+1p/r)
          *Limited: Only vs Mental Powers (-1p/r)

          Psychokinesis (Move Object 10)
          25 tons
          *Increased Range 1: Perception (+1p/r)
          - Precise (+1pp)
          - Split 1: two targets (+1pp)

          Telekinetic Blast (Damage 10)
          Bludgeoning - DC 25
          *Increase Range 2: Perception (+2p/r)
          - Precise (+1pp)
          - Split 1: two targets (+1pp)

          Barrier (Protection 8)
          *Sustained (0p/r)

          Blocking (Enhanced Trait 8)
          Dodge 4
          Parry 4

          Telekinetic Strike (Damage 8)
          DC 25, Strength-Based
          - Accurate 2 (+2pp)
          - Penetrating 4 (+4pp)

          Shielding (Protection 8)
          *Impervious (+1p/r)
          *Sustained (0p/r)

          Telekinetic Shield (Protection 8)
          30 ft radius, DC 18
          *Affects Others (+1p/r)
          *Burst Area 1 (+1p/r)
          *Impervious (+1p/r)
          *Sustained (0p/r)

          Psionic Senses (Sense 4)
          Detect: Mental Auras, Visual 2: ranged
          Acute Detect Mental Auras
          Awareness: Psionic (Mental)

          COLLECTIVE MEMORY SETTINGS
          "Cat Burglar"
          Enhanced Trait 10: Stealth 8 (+10), Sleight of Hand 2 (+4)

          "Expert Gambler"
          Enhanced Trait 10: Sleight of Hand 5 (+7), Expertise: Gambling 5 (+11)

          "Genius Detective"
          Enhanced Trait 10: Investigation 10 (+16)

          "Great Orator"
          Enhanced Trait 10: Persuasion 6 (+18), Deception 2 (+10), Intimidation 2 (+10)

          "Martial Arts Master"
          Enhanced Trait 5: Accurate Attack, All-out Attack, Defensive Attack, Power Attack, Takedown

          "Secret Agent"
          Enhanced Trait 10: Sleight of Hand 2 (+4), Vehicles 2 (+4), Stealth 2 (+4), Deception 2 (+10), Intimidation 2 (+10)

          "World-Renown Doctor"
          Enhanced Trait 10: Treatment 10 (+16)



          BACKGROUND

          Greg grew up raised by his single father. He knew he had relatives, and knew they had the same "gift" that he did... but also knew they were bad people, and that he should avoid them. His father, also a psi, had left his extended family shortly after Greg's birth, after it dawned on him that the family's malicious nature (which he'd always struggled to accept) would influence his son and turn him into one of them. Even his wife, who turned out to be as terrible a person as the family she married into, wanted her son to become another petty, power-obsessed manipulator of mundanes. And so Luthor Hansworth fled with his son.

          The family found them eventually, but ironically, when they saw that Luthor was taking pains to raise and actually instruct his son in the ways of being an honest, decent person, taking responsibility for his power and learning to use it for the good of society, they were horrified. The initial reaction was to lash out at Luthor and his boy in various ways, out of some deep-seated emotion (envy? offense? shame?) but when it came to using their powers against them, the relatives were shocked to discover that--surprise!--striving to have a decent soul apparently made one of their line more powerful, not less. It was after that when they decided it was easier to simply keep their distance, and only occasionally snipe from afar.

          So Greg grew to learn what it meant to respect others, not manipulate them, to be as good of a help and leader as he could. He developed a love of writing, and after college decided to help his local superheros as the powerful Psigothe.

          HERO SPECIFICS

          Psigothe doesn't really keep his identity secret... but doesn't confirm it publicly either. The visual manifestation of his powers (plus the fact that he's usually flying and in costume) is typically enough to keep clear footage of him from being recorded. And the few times he's been asked about it publicly, he's quick to make light of the possibility.

          A large, burly man, with a neat, conservative haircut and well-trimmed full beard, Psigothe occasionally telepathically alters his visual appearance somewhat while he is on patrol of his city. His costume is a one-piece, gold-and-white long-sleeved jumpsuit with attached boots. While his Mental Psionics usually manifest in a manner invisible to non-psis, his Physical Psionics are strong enough to manifest as a nearly-golden energy affecting things, or shaping into barriers, and to cause his eyes to glow with the same energy.

          POWER SPECIFICS

          Gregory is a pure psi--the strength of his will manifests as pure psionic energy capable of interacting both with physical objects and with minds (both human and animal.)

          He can divide his attention to create multiple effects simultaneously, and has no real range limits. However, mentally juggling everything can sometimes leave him vulnerable... for example, putting all his focus into flight and protection means less blocking, etc.

          His mental abilities are truly impressive. While he's shied away from invasive tricks like mind control, he can actually reach into the latent psychic collective unconscious of humanity as a mental resource!

          COMPLICATIONS

          Ill-Behaved Family
          Gregory comes from a family of unscrupulous, self-absorbed psis. While his father essentially disowned them and broke away to raise Greg to be honorable and good, the rest of the less-than-stellar small troupe does their best to squabble and clamor for scraps of control and wealth among the non-empowered. The family rarely has anything to do with their two "useless" relatives (of course, being less powerful influences their decision quite a bit,) but occasionally they show up and meddle, or cause trouble that needs to be directly addressed.

          Motivation: Doing Good
          Raised by his father to prize virtue and goodness (and having excellent counter-examples in his mother and extended family,) Psigothe has a strong desire to do good and be honorable. His strong belief in doing right is what gives his powers their level of strength. Of course, obligating oneself to do good and remain virtuous has downsides and incurs limitations.

          Motivation: Responsibility
          Psigothe not only believes in using his powers for the good of society, he also tries his best to not abuse his mental capacities, and to respect other's rights, privacy and feelings. He goes out of his way to not use them on citizens, and unless necessary, not to use them even on criminals (for example, not reading a captured villains mind, but prefering simple questioning or even bribery to get needed info.)

          Power Loss: Not Being Near People
          Psigothe's Morphic Field Access is one of his most powerful telepathic tricks, tapping into the current collective subconscious of the human race. It is the one he tends to always have active as default. However, to tap in, he must be near a large enough group of people to make it work; not necessarily the people he's "tapping into," just anyone. Being in a town or large, filled building is good enough, but being with just a handful of people in the middle of nowhere weakens this power. Being alone (or with only one person) and miles from others renders him unable to use the power at all.

          Relationship: Father
          While Gregory's father has a degree of power (PL 8) as a competent psi, his close relationship occasionally puts obligations on the hero.
          Last edited by Rush; 26th January 2015, 12:27 AM.
          My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
          Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

          Comment


          • #6
            Re: Rush's Characters (Rush)

            RUSH
            Entrepreneurial speedster

            PL 10, 150pp
            Real Name: Jack Anderson
            Occupation: Entrepreneur
            Height: 5ft. 8in. Weight: 170lbs.
            Hair: Black Eyes: Brown
            Age: 26 Sex: M


            ABILITIES
            Strength 0 (+0), Stamina 0 (+0), Agility 0 (+5), Dexterity 0 (+5)
            Fighting 0 (+0), Intellect 1 (+1), Awareness 1 (+1), Presence 0 (+0)

            ADVANTAGES
            Hide in Plain Sight
            Improved Initiative 10
            Instant Up
            Interpose
            Move-by Action
            Quick Draw
            *NOTE: All advantages are from "Speed Feats"

            SKILLS
            Insight 2 (+3)
            Perception 0 (+11)
            Sleight of Hand 2 (+7)
            Stealth 2 (+3)
            Technology 2 (+3)

            POWERS
            Movement Array (Array) - 12pp
            Speed 10
            Swimming 10
            Afterimages (Concealment 10)

            Speed Attacks (Array) - 35pp
            Assemble (Transform 10)
            Bullet Shot (Ranged Damage 15)
            Disassemble (Transform 10)
            Group Disarm (Burst Area Enhanced Strength 10)
            Group Strike (Burst Area Damage 10)
            Speed Strike (Damage 10)


            Speedster Traits (Container) - 75pp
            Air Cushion (Burst Area Movement 1)
            AE of Air Cushion: Air Brakes (Movement 1)
            Enhanced Agility 5
            Enhanced Dexterity 5
            Enhanced Dodge 10
            Speed Feats (Enhanced Trait 10)
            Quickness 10
            Speed Running (Movement 2)
            Speedster Senses (Senses 4)
            Vibratory Defense (Protection 5)

            Untouchable Parry (Immunity 40) - 20pp
            - Parry-Based Effects
            *Limited: Not vs. Surprise Attacks or When Cannot Dodge

            OFFENSE
            Initiative +45
            Bullet Shot +5 (Ranged Damage 15)
            Group Strike (Burst Area Damage 10)
            Speed Strike (Perception Damage 10)
            Throw +5 (Damage 0)
            Unarmed +0 (Damage 0)

            DEFENSE
            Dodge 0 (+15/5)
            Parry 0 (Mostly Immune)
            Toughness (+5) (Impervious)
            Fortitude 0 (+0)
            Will 0 (+1)

            POWER POINTS
            Abilities 4 + Advantages 0 + Skills 4 + Powers 142 + Defenses 0 = 150



            POWER BREAKDOWN
            (all powers include both the Speed descriptors)

            Assemble (Transform 10)
            1 thing to 1 thing: Disassembled collections into assembled objects; Tranforms 800lbs.; DC 20
            *Increased Duration: Continuous (+1p/r)
            - Innate (1pp)
            - Quirk: May require tools (-1pp)

            Bullet Shot (Damage 15)
            Piercing; DC 30
            *Increased Range: Ranged (+1p/r)
            - Subtle (1pp)
            - Quirk: Requires projectile (pebble, brick, etc.) (-1pp)

            Disassemble (Transform 10)
            1 thing to 1 thing: Assembled objects into disassembled collections; Tranforms 800lbs.; DC 20
            *Increased Duration: Continuous (+1p/r)
            - Innate (1pp)
            - Quirk: May require tools (-1pp)

            Group Disarm (Enhanced Strength 10)
            30ft. radius; DC 20 to hit; DC 25 damage
            *Burst Area (+1p/r)
            *Selective (+1p/r)
            *Limited: Only for disarm purposes (-1p/r)

            Group Strike (Damage 10)
            30ft. radius; DC 20 to hit; DC 25 damage
            *Burst Area (+1p/r)
            *Selective (+1p/r)

            Speed Strike (Damage 10)
            *Increased Range 2: Perception (+2p/r)
            *Limited: Only at close range (still no attack roll needed) (-1p/r)
            - Penetrating 10 (10pp)
            - Subtle (1pp)
            - Quirk: Requires low-altitude air or denser medium (-1pp)

            Speed Blur (Concealment 10)
            All senses
            *Limited: Afterimages are visible (-1p/r)

            Air Cushion (Movement 1)
            Air; Safe Fall Movement; 30ft. radius
            *Affects Others Only (0p/r)
            *Burst Area (+1p/r)

            Air Brakes (Movement 1)
            Air; Safe Fall Movement

            Enhanced Dodge (Enhanced Trait 10)
            Dodge 10
            *Limited: Only for Area Attacks (-1p/r)

            Speed Feats (Enhanced Trait 20)
            Hide in Plain Sight, Improved Initiative 10 Instant Up, Interpose, Move-by Action, Perception 10, Quick Draw

            Speed Running (Movement 2)
            Wall-crawling 1
            Water Walking 1
            *Limited: Only while Running (-1p/r)

            Speedster Senses (Senses 4)
            Infravision
            Time Sense
            Ultra-hearing
            Ultravision

            Vibratory Defense (Protection 5)
            Air, Vibration
            *Impervious (+1p/r)
            *Sustained (0p/r)

            Untouchable Parry (Immunity 40)
            Very Common Descriptor: Parry-Based Effects
            *Limited: Not vs. Surprise Attacks or When Unable to Dodge (-1p/r)



            BACKGROUND

            Jack grew up in an average, middle-class, well-adjusted environment, with a brother, two sisters, two great parents, and a handful of other relatives. Well-behaved and level-headed, he went to college to study business, and afterwards decided to start his own company rather than simply follow the money to Wall Street. Fate seemed to help out, as it was only months after graduation that a freak accident at a lab in his city managed to bombard him with unusual energies, with the result being he developed the power of superspeed. While elated at his newfound abilities, a quick reality check kept him from going off the deep end and selfishly abusing them. He instead chose to make the most of his power, both as a marketplace service, and with the traditional pro-bono services of a superhero. And so, Rush burst onto the scene, quickly earning both a very comfortable living and a reputation as one of the more helpful, charitable and committed heroes of his region.

            HERO SPECIFICS

            Rush is your typical, publicly-acknowledged superhero. He sometimes acts in accord with a team, and often on his own, taking down supervillains, stopping crooks, and even rescuing cats from trees.

            Moreover, he's a public hero, with no secret identity. This would have (likely) been necessary for his business anyway, but he does his best to keep his few relatives away from harm while he does his thing. Fortunately, being rich (due to the success of his business) helps.

            While he can summon strong strikes when needed, Rush prefers to play support on the battlefield... against bigger targets, anyway. And he's very good at it, often turning the tide of team battles on his own. Of course, entire platoons of low-level mooks are easy enough for him to deal with on his own. Still, he can (and when necessary, will) setup creative traps or go into full attack mode to handle the big problems too.

            A clean-cut, slender black man with no headpiece or mask, Rush wears a white jumpsuit with "power tie"-red gloves, boots and trim, and the special-shaped red "R" logo of his business as an emblem.

            POWER SPECIFICS

            Rush can simply move at incredibly high speeds, without relying on his physical reserves to do so. This power affects both mind and body, so that he can react at the same speed as he moves. However, one should note that his power is NOT time-based, and so he does not age faster when moving faster, or suffer any time-related side-effects. This also means that while, say, running cross-country might take somewhat more time from his mentally accelerated vantage-point, he doesn't experience anywhere near the same passage of time that a normal, slow person running cross-country would experience. The downside of this is that he's almost as vulnerable to surprise attacks as anyone, as it takes conscious thought for him to kick up into higher speeds.

            He can move fast enough to display a range of interesting powers. The doppler effect allows him to hear ultrasonic and subsonic sounds, and at times even see infrared and ultraviolet light. Dodging melee attacks is practically effortless for him, and when he hits a target at full speed, he drags (and with a cupped hand, pushes) extra air along with him, to pack a surprisingly potent strike. (Just check out some Youtube videos to see what an extra 14lbs./sq.in. can do to something!) He can even whip up enough moving air to save himself, or others, from a fall.

            Funny enough, he seems to be able to move at high speeds without encountering a lot of friction... something he and teammates speculate over, but haven't quite figured out. It also means that when he runs by he typically creates a soft (but noticeable) ripple of air, not the whirlwind of gusts one might expect. Yet he can create friction with his hands when desired, for the occasional heat-based stunt.

            COMPLICATIONS

            Personal Business
            Jack owns his own business, a superhumanly-fast delivery service. Need something in China within a few hours? Then he's the man to call, although you should only expect that kind of service if you can afford it (naturally, he charges appropriate prices for his service.) While some other heroes (and a few citizens) find this distasteful, even referring to it as "abusing" or "exploiting" his power, Jack feels it's simply filling a marketplace need. His main complications from his business actually stem from occasionally having to respond to issues or problems arising from it: legal issues, PR fallout, having the storefront get damaged in a storm, etc.

            Motivation: Doing Good
            Jack has a natural desire to help others and do "the right thing," both with and without his powers. While not exactly a naive new hero, this trait still leaves him vulnerable to all sorts who would (try to) use it toward their own interests.
            Last edited by Rush; 31st January 2015, 05:44 PM.
            My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
            Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

            Comment


            • #7
              Re: Rush's Characters (Oat)

              OAT
              Skinny scrapper with increased density

              PL 10 (150pp)
              Real Name: Lynn Gates
              Occupation: None (odd jobs)
              Height: 5ft. 9in. Weight: 150lbs.
              Hair: Brown Eyes: Brown
              Age: 22 Sex: M

              NOTE: This profile shows Oat with 10 ranks of his Mass Increase active (and a corresponding 6 ranks of Mobility Increase,) for a balanced +10 bonus to most attacks and defenses. Please refer to his Power Specifics for details on how his bonuses can shift.

              ABILITIES
              Strength 0 (+10), Stamina 0 (+0), Agility 2 (+2), Dexterity 2 (+2)
              Fighting 4 (+8), Intellect 0 (+0), Awareness 1 (+1), Presence 1 (+1)

              ADVANTAGES
              Animal Empathy, Assessment, Chokehold, Diehard, Equipment 5, Great Endurance, Improved Grab, Improvised Tools, Interpose, *Ranged Attack 6, Takedown
              * = from "Mobility Increase"

              SKILLS
              Athletics 2 (+2), Close Combat: Brawling (Unarmed) 2 (+10), Deception 2 (+3), Expertise: Streetwise 8 (+8), Insight 4 (+5), Intimidation 5 (+6), Investigation 3 (+3), Perception 5 (+6), Persuasion 4 (+5), Ranged Combat: Energy Targeting (Energy Release) 2 (+4), Sleight of Hand 4 (+6), Stealth 1 (+3), Vehicles 2 (+4)

              POWERS

              Density Increase (Array) - 68pp
              Mass Increase 16 (Linked Effects)
              Dynamic, Quirk 2: Cannot use STR with Skills or leaping
              - Durability (Impervious Protection) 16
              - Hardness (Enhanced STR) 16
              Mobility Increase 6 (Linked Effects)
              Dynamic, Quirk 2: Cannot exceed ranks of Mass Increase, and must use 1 rank per rank of Mass Increase (up to rank 6)
              - Enhanced Fighting 6
              - Enhanced Dodge 6
              - Enhanced Ranged Attack 6
              Energy Release (Blast) 16
              Damage, Ranged, Secondary Effect, Penetrating (as an extra for simplicity), Quirk: Must use ranks equal to Mass Increase ranks, Quirk: Cannot use without previously-stored excess mass. Descriptors: Light, Heat, Kinetic
              Energy Release (Dissipate) 16
              Damage, Reaction: When contact is made, Quirk: Must use ranks equal to Mass Increase ranks, Quirk: Cannot use without previously-stored excess mass. Descriptors: Heat
              Energy Release (Explosion) 10
              Damage, Burst Area, Secondary Effect, Penetrating (as an extra for simplicity), Quirk: Cannot use without previously-stored excess mass. Descriptors: Light, Heat, Kinetic

              Density Sense (Senses 4) - 4pp
              Detect 1: Material Density, Acute, Counters Concealment (Material Structuring)

              Matter-to-Mass Absorption 10 (Linked Effects) - 12pp
              - Damage 10 (Limited: only non-living targets, Reach (melee) 1)
              - Weaken 10 (Affects Toughness, Resisted by Fortitude, Limited: only non-living targets, Reach (melee) 1)

              Personal Mass Stability (Immunity 1) - 1pp
              Rare Descriptor: Mass

              OFFENSE
              Initiative +2
              Energy Release (Blast) +10 (DC 25)
              Energy Release (Dissipate) (Aura) +10 (DC 25)
              Energy Release (Explosion) (Burst Area) (DC 25)
              Hold-Out Pistol +8 (DC 17)
              Knife +8 (DC 26)
              Unarmed +10 (DC 25)
              Throw +8 (DC 25)

              DEFENSE
              Dodge 2 (+10/4)
              Parry 2 (+10)
              Toughness (+10)
              Fortitude 2 (+2)
              Will 7 (+8)

              EQUIPMENT 5
              Multi-tool (1ep)
              Knife (2ep)
              Hold-out Pistol (4ep)
              Smartphone (2ep)
              Thin Leather Jacket (no bonus) (1ep)
              Motorcycle (15ep)
              - Speed 6 (120mph, 1800ft/rnd)
              - Feature 2: Alarm 1 (DC 20), Hidden Compartments 1 (DC 20)
              - Strength 2, Toughness 10, Size: Medium


              POWER POINTS
              Abilities 16 + Advantages 14 + Skills 22 + Powers 85 + Defenses 13 = 150



              BACKGROUND

              Oat started as a good-hearted but trouble-making kid, growing up in an orphanage and gaining his nickname due to his smallish size. He discovered his powers in elementary school, and began to use them discretely both to cause trouble and help friends and others in need. It wasn't until being collared by a superhero as an adult that he was told there was another way: to join them and help others without breaking the law. The idea appealed to him, and while he's still something of an outsider to mainstream culture, he does his part as the density-increasing superhero, Oat.

              HERO SPECIFICS

              Oat is barely a typical superhero. He usually joins the fray with whatever he's wearing at the time--typically jeans, work boots, a sleeveless t-shirt, and possibly his leather jacket. His identity is public, but with no living relatives (and an underprivileged neighborhood that supports him) it's not usually an issue.

              While his skill set is limited, Oat helps other heroes out quite a bit with his knowledge of the local underground culture. During fights with villains, he typically only gains as much mass as needed to deliver damage, keeping careful note of where he's standing when he does. When straight punches won't do, sometimes tossing nearby vehicles at the enemy does. He's not even above just putting foes in a chokehold, and letting them wake up later in a jail cell.

              COMPLICATIONS

              Reputation: Convict
              Oat is a convicted felon, several counts, and has also been in trouble with the law as a juvenile. Granted, these were mostly thefts, all non-violent, usually to help out others in dire need. And, he's served his time. But not everyone seems to care about that.

              Reputation: Scrapper
              While Oat can be surprisingly generous, lives with a degree of honor, and doesn't have much of a temper, he is well-known to like a good scrap, and to be more physical than most in general.

              Disability: Swimming
              Whenever Oat has 3 or more ranks of his Mass Increase active, he is unable to swim. Even just having 1 rank active means he cannot tread water, and must be moving horizonally to stay afloat.

              Disability: Footing
              As Oat activates more ranks of his Mass Increase, he starts to face issues in finding suitable footing. This is somewhat covered in his speed being slowed, but there can even be issues beyond that. With 7 ranks of his power active, stepping onto normal dirt/earth causes him to sink, albeit slowly enough that constant motion can keep him from sinking too far. At 9 ranks, this occurs with brick, and at 10 with concrete. At rank 13, this happens with steel, and at rank 14, with most metals, even lead and gold. Ranks above 14 are pretty much theoretical for him, as rank 15 has him falling through dirt like a metal statue in water, and rank 16 has him falling through even brick and concrete.

              Collateral Damage
              Oat's power requires him to disintegrate nearby matter, converting it into energy to store as mass. He can only shed his mass through sudden energy releases, or potentially dangerous heat dissipations. And when massive enough, he can damage the surrounding environment just by walking on it. Generally, Oat is a fairly destructive hero by most standards.



              POWER SPECIFICS

              Oat can disintegrate nearby matter, which is instantly converted to energy and stored within each of his cells as additional mass (visually, picture an alter-user from the s-CRY-ed anime destroying matter to summon their familiar.) Each time he successfully does damage with his Matter-to-Mass Absorption power, he automatically activates one or more ranks in his Mass Increase power. It does not have to be a 1-to-1 rank exchange; he could, for example, activate 12 ranks of Mass Increase with a successful 8 ranks of damage from Matter-to-Mass Absorption (although, not with just 1 rank of damage.) This is the only way Oat can activate ranks of Mass Increase. After successful activation, to activate further ranks of Mass Increase requires additional use of Matter-to-Mass Absorption.

              As Oat becomes more massive, he becomes stronger, both in absolute and relative terms, allowing him to move his body faster. So for each rank of Mass Increase activated, a rank of Mobility Increase also is automatically activated, up to 6 ranks. At this point, his increase in mobility hits diminishing returns, and the next 4 ranks of Mass Increase he activates does not increase his mobility. Further, every additional rank of Mass Increase beyond 10 ranks actually removes a rank of Mobility Increase, such that by the time 16 ranks of Mass Increase are activated, no ranks of Mobility Increase are. Mechanically, this means that Oat starts at +4 unarmed attack and defense bonuses, and +0 damage and toughness bonuses while at normal mass. He increases all bonuses together up to Mass Increase 6, at which point he has a +6 damage and toughness bonus, and is capped at +10 attack and defense bonuses. His attack and defense bonuses remain unchanged as he gets still more massive, up to Mass Increase 10, where all of his bonuses are +10. Finally, increasing mass past that point just increases damage and toughness while reducing attack and defense bonuses, at a 1-to-1 rate, up to Mass Increase 16, with +16 damage and toughness and +4 unarmed attack and defense.

              Once he has boosted his mass, Oat cannot just reduce it without incident. He has to release the excess mass, all at once, as energy, using one of his Energy Release powers at an appropriate rank. The blast is most straightforward... if he has activated 12 ranks of Mass Increase, he has to release a rank 12 blast, which immediately deactivates all ranks of Mass Increase (and Mobility Increase.) He cannot reduce the strength of the blast; he must use as many ranks as he has ranks of Mass Increase activated. Dissipating the mass as heat is also an option, and similarly straightforward... he must use as many ranks as of Mass Increase activated. His explosion is a final option, but isn't necessarily a 1-to-1 exchange, functioning similarly to his Matter-to-Mass Absorption in reverse. Mass Increase ranks 14-16 require ten ranks of Energy Release (Explosion) to deactivate.

              In case it is uncertain, Oat's power only increases his mass and density, not his size/volume. Consequently, he gains advantages and disadvantages beyond toughness, speed and damage. He has at several times gotten too dense for the surface he was standing on and has sunken into it so deeply he had to literally swim his way back up and then quickly release his mass to keep from sinking further. As far as how much mass each rank of Mass Increase corresponds to, the following layout provides the details. These are based on Oat's starting mass (while minimally clothed) of 150 lbs. at normal Earth gravity.

              Mass Increase at Various Ranks (with approximate comparisons)
              Rank 1 - 1.15g/cc - 182 lbs. - slightly denser than normal; difficulty swimming
              Rank 2 - 1.6g/cc - 253 lbs. - dense as coal; great difficulty swimming
              Rank 3 - 2g/cc - 316 lbs. - dense as brick; cannot swim in water
              Rank 4 - 2.5g/cc - 395 lbs. - dense as obsidian or aluminum
              Rank 5 - 3.15g/cc - 497 lbs. - almost dense as diamond
              Rank 6 - 4g/cc - 632 lbs. - dense as sapphire
              Rank 7 - 5g/cc - 789 lbs. - denser than titanium; sinks when stepping on dirt
              Rank 8 - 6.3g/cc - 995 lbs. - almost dense as zirconium
              Rank 9 - 8g/cc - 1263 lbs. - denser than steel; sinks when stepping on brick
              Rank 10 - 11g/cc - 1737 lbs. - almost dense as lead; sinks when stepping on concrete
              Rank 11 - 16g/cc - 2526 lbs. - almost dense as 18K gold
              Rank 12 - 23g/cc - 3632 lbs. - denser than osmium
              Rank 13 - 32g/cc - 5053 lbs. - sinks when stepping on steel
              Rank 14 - 45g/cc - 7105 lbs. - sinks when stepping on most metals
              Rank 15 - 64g/cc - 10,105 lbs. - sinks when stepping on osmium; falls through dirt
              Rank 16 - 90g/cc - 14,211 lbs. - falls through brick and concrete
              Last edited by Rush; 8th July 2016, 09:58 PM. Reason: Typo
              My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
              Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

              Comment


              • #8
                Re: Rush's Characters (new: Oat)

                For those who notice Oat after the post passes moderation, but before I get a chance to edit it: he has a couple of changes. I'm pulling the "Increased Mass & Density" Feature 16, and just having his Protection be Impervious. No change in cost to his Mass Increase power.

                Also, I'm starting him at 150 lbs. normally (that sounds more accurate for a skinny guy,) and adjusting his increased weights accordingly, including raising his sinking points (the effect rank at which he starts to sink into a specific material) by 1 rank.

                EDIT: Changes have been made
                Last edited by Rush; 5th May 2016, 12:20 AM.
                My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                Comment


                • #9
                  Re: Rush's Characters (new: Ardent)

                  ARDENT
                  Young tech prodigy with a sentient, protective nanite swarm

                  PL 10 (150pp)
                  Real Name: Edward Silvers
                  Occupation: College (nanotechnology)
                  Height: 5ft. 10in. Weight: 165lbs.
                  Hair: Blonde Eyes: Grey
                  Age: 19 Sex: M

                  NOTE: This profile shows Ardent with Nanos Protectiveness active, meeting his attack/defense caps. When Nanos uses its excess mass to form constructs, to disintegrate objects, or to act independently as a summoned sidekick, Ardent's Parry and Dodge bonuses are both reduced to +6.

                  ABILITIES
                  Strength 0 (+6), Stamina 0 (+0), Agility 0 (+0), Dexterity 0 (+0)
                  Fighting 0 (+0), Intellect 5 (+5), Awareness 1 (+1), Presence 0 (+0)

                  ADVANTAGES
                  *Close Attack 6, Evasion 1, Improved Defense, **Improved Grab, Instant Up, Move-by Action, Uncanny Dodge
                  * = from "Assisted Offense", ** = from "Nanite Extrusions", all others are from "Mobility Assistance"

                  SKILLS
                  Athletics 0 (+6), Close Combat: Extrusion Accuracy (Unarmed using Extrusions) 8 (+14), Expertise: Nanotechnology 5 (+10), Expertise: Programming 5 (+10), Insight 1 (+2), Investigation 1 (+6), Perception 1 (+10), Technology 5 (+16)

                  POWERS

                  Internal Nanites (Container) - 75pp
                  Appearance Shift (Morph 2) - 10pp
                  +20 Deception checks to disguise, Narrow group (people); Continuous, Move Action

                  Assisted Offense (Enhanced Close Attack 6) - 6pp

                  Augmented Strength (Enhanced Strength 6) - 12pp

                  Computational Advantage (Container) - 9pp
                  - Perceptual Edge (Enhanced Perception 8) - 4pp
                  - Readily Available Computer (Feature 2) - 2pp
                  - Technological Analysis (Enhanced Technology 6) - 3pp

                  Emergency Reboot (Feature 1) - 1pp

                  Interface (Comprehend 2) - 3pp
                  Machines/Electronics; Quirk: Cannot interface with anything non-electronic

                  Nanite Accuracy (Enhanced Close Combat: Extrusion Accuracy 8) - 4pp

                  Nanite Armor/Clothing (Linked Effects) - 18pp
                  - Covering (Protection 6)
                  - Enhanced Dodge 6
                  - Enhanced Parry 6

                  Nanite Extrusions (Linked Effects) - 9pp
                  - Elongation 3
                  Stretch 60ft., +3 to Grab
                  - Extra Limbs 3
                  Sustained, Projection

                  Nanite Flight 1 - 3pp
                  4mph, 60ft./rnd.; Continuous (hangs motionless in space if incapacitated)
                  External Nanites (Array) - 43pp + 3pp of Alternates
                  Nanos Aggression (Summon 8) - 43pp
                  Summons Nanos (see next post)
                  Continuous, Heroic, Responsive, Monitor, Mental Link, Sacrifice, Limited: Will not go further than 1000 feet from Ardent

                  Nanos Protectiveness (Container) - 1pp
                  Deflection (Continuous Enhanced Trait 16)
                  - Dodge 8, Parry 8, Noticeable: As silvery cloud or ooze shielding Ardent
                  Extra Assistance (Array)
                  - Flight Assistance (Flight 5)
                  Stacks with Nanite Flight for 120mph total
                  - Cloud Cover (Concealment 2)
                  Normal Vision; Affects Others, Burst Area, Selective
                  - Mobility Assistance (Continuous Enhanced Trait 5)
                  Evasion 1, Improved Defense, Instant Up, Move-by Action, Uncanny Dodge


                  Nanos Utility (Create 8) - 1pp
                  Volume: 250 cft.; Close Range, Continuous, Impervious, Movable, Selective, Precise, Stationary, Tether

                  Nanos Hunger (Linked Effects) - 1pp
                  - Continuous Damage 5
                  - Continuous Weaken 5
                  Affects: Toughness, Resisted by Fortitude
                  OFFENSE
                  Initiative +0
                  Nanos Hunger +14 (DC 21)
                  Unarmed +6 (DC 21)
                  Projected Limbs +14 (DC 21)
                  Throw +0 (DC 21)

                  DEFENSE
                  Dodge 0 (+14/0)
                  Parry 0 (+14/0)
                  Toughness (+6)
                  Fortitude 3 (+3)
                  Will 5 (+6)

                  POWER POINTS
                  Abilities 12 + Advantages 0 + Skills 9 + Powers 121 + Defenses 8 = 150



                  BACKGROUND

                  Edward's prowess as a math genius was visible early on, and as the only child of well-off parents, his gift was quickly nurtured. In short order, electronics, robotics, but especially programming were added to his talents, and by the time he was 14, he was already headed to college to study nanotechnology.

                  It was a few years later when the collective AI he had designed for his "micro-bots" caught the attention of a powerful, tech-focused anti-hero. The character sought Edward's assistance, and provided nanotechnology unlike any Ed had ever seen. They collaborated to merge Ed's AI with the "nanites", and Nanos was born.

                  After helping save some lives, the anti-hero moved on, but left Nanos and additional tech with Edward, as an encouragement for him to continue fighting the good fight... a challenge Ed eventually embraced, becoming the nanite- wielding hero, Ardent.

                  HERO SPECIFICS

                  Edward is surrounded by his nanites, even when in civilian guise. They are in his bloodstream, around his tissues, and even on him--they can fashion themselves after clothing, which Ed then wears. He also tends to change his hair, eye, and occasionally skin color when superheroing. When he uses them offensively, or when they're actively protecting him, they billow out from his clothes and/or skin as a cloud or ooze at lightning speed, fluidly taking whatever form is deemed appropriate.

                  As a more classic style of superhero, Ardent tends toward simply pummeling bad guys with tendrils formed from his nanites. However, he can fashion structures with them or even send a large portion out to act independently.

                  COMPLICATIONS

                  Downside: Reboot
                  Both to kick out hackers and to reset Nanos should it become errant, Ardent has remote mental access to a feature that's hardwired into the system: the Emergency Reboot. This move action causes Nanos to temporarily shut off and become something akin to fine, silvery-iridescent sand while it reboots. The downside is that this takes a full round, during which Ardent has access to none of Nanos' capabilities (and, since he typically wears Nanos as clothing, that includes its capability of keeping Ardent modest.)

                  Lack of Full Control: Nanos
                  Generally, the collective AI that inhabits Ardent's nanites is responsive and obedient to his commands. However, it was programmed with his safety as its highest priority, and will sometimes act in ways, even while obeying, that focus on his safety rather than the task. During intense fights, in the presence of strong threats, or when Ardent is injured, it may outright ignore his commands, deciding instead to either take a protective stance around him or lash out at the threat. (This typically occurs when the Nanos Aggression power begins acting on its own accord, controlled by the GM, or when Nanos becomes Nanos Protectiveness and refuses to change.)

                  Power Loss
                  With minimal use, Nanos can go almost 72 hours on a single charge before entering low-power mode, which prevents use of Nanos Aggression and related alternate effects (Nanos Hunger still functions.) However, Nanos can only sustain full, heavy activity for about 30 minutes before reducing power. Any time low-power mode is entered, shutdown occurs no longer than 10 minutes after that (2 minutes with continued heavy activity) if not recharged. After shutdown, Nanos collapses to become a silvery dust-like substance with an iridescent sheen. At that point, broadcasting power wirelessly to it is the only way to recharge it.

                  A full-strength broadcast of power can get Nanos back from dust into low-power mode within 2 minutes (it reboots in the process,) and from dust to full strength in a couple hours. Nanos Hunger is the fastest way to recharge, usually going from low-power mode to full power in a couple of minutes of continuous decomposition of suitable materials. Note: Nanos does not seek out energy on its own.
                  Last edited by Rush; 28th June 2016, 08:32 PM. Reason: Showing Comp. Adv. as 9pp, not 6
                  My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                  Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                  Comment


                  • #10
                    Re: Rush's Characters (new: Ardent/Nanos)

                    NANOS
                    Ardent's collective swarm of nanites

                    PL 6 (120pp)
                    Size: 4ft. diameter Weight: 200lbs.

                    ABILITIES
                    Strength 6 (+6), Stamina N/A, Agility 0 (+0), Dexterity 0 (+0)
                    Fighting 6 (+6), Intellect -1 (-1), Awareness 0 (+0), Presence N/A

                    ADVANTAGES
                    Chokehold, Eidetic Memory, Improved Grab, Improved Hold, Instant Up, Interpose, Uncanny Dodge

                    SKILLS
                    Athletics 0 (+6), Perception 8 (+8)

                    POWERS

                    Cloud Form (Insubstantial 2) - 11pp
                    *AE:Liquid Form (Insubstantial 1)

                    Construct (Immunity 30) - 30pp
                    Fortitude Effects

                    Electronic Senses (Senses 18) - 18pp
                    Accurate (Type): Hearing, Analytical (Type): Touch, Direction Sense, Distance Sense, Infravision, Microscopic Vision 3: molecule-size, Radio, Radius (Type): Vision, Time Sense, Ultra-hearing, Ultravision

                    Elongation 2 - 2pp
                    Stretch 30 ft.; +2 to Grab

                    Enhanced Dodge 6 - 6pp

                    Flight 6 - 13pp
                    120mph, 1800ft./rnd.; Subtle

                    Morph 4 - 16pp
                    +20 Deception checks to disguise, Any form; Move Action

                    Protection 6 - 6pp

                    Regeneration 10 - 5pp
                    Persistent, Sustained, Source: Metallic materials, Limited: Requires use of Nanos Hunger

                    OFFENSE
                    Initiative +0
                    Unarmed +6 (DC 21)
                    Throw +0 (DC 21)

                    DEFENSE
                    Dodge 0 (+6/0)
                    Parry 0 (+6)
                    Toughness (+6)
                    Fortitude IMMUNE
                    Will NONE

                    POWER POINTS
                    Abilities 2 + Advantages 7 + Skills 4 + Powers 107 + Defenses 0 = 120



                    BACKGROUND
                    Nanos is a swarm of nanites, housing a rudimentary collective artificial intelligence. While usually containing a total mass that weighs in around 250 pounds when amassed together, they can use static electricity and other forces to adjust their weight, move and even fly. They can also adjust the strength of the bonds between each individual nanite so as to take on the form of a cloud, a liquid, or any solid shape they choose. The nanite swarm normally appears as either a highly viscious silvery ooze with an iridescent sheen, or as a thick, silvery cloud of smoke with the same sheen. However, color, appearance and even texture are as adjustable as shape, allowing the swarm to appear as clothing, hair, or even merely some finely-detailed structure. As such, Ardent wears Nanos as (almost) his only clothing, even when in civilian guise. This allows him the ability to alter his outer appearance, along with his haircut and hair color with a simple move action. And since Nanos can support its own weight, Ardent doesn't have to feel it weigh him down.

                    COMPLICATIONS

                    Obsession: Protection
                    Nanos is programmed to, primarily, keep Edward safe.This usually takes the form of defensive protection, specifically Nanos Protectiveness. But it can also take offensive forms as well, such as his summoned minion form. Still, Nanos is generally willing to directly follow Ed's orders, but less likely to do so (or at least more likely to be flexible in its interpretation of those orders) when there are threats clearly present.

                    Weakness: Hackable
                    Nanos is remotely hackable. Granted, the DC is quite high (DC 30) but it's still doable. When hacked, it doesn't just become subject to the hacker's whim... rather, it begins obeying commands for the new controller as it did for Edward, but still with an eye toward protecting its new master and taking out obvious threats (especially if it can identify him.) Unless hacked by Ed or an ally (same DC) it typically requires an Emergency Reboot to kick the hacker out. Note that the reboot automatically results in Edward once again having control, and the DC 30 resistance to hacking is reinstated due to the new encryption keys that are randomly-generated on reboot.
                    My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                    Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                    Comment


                    • #11
                      Re: Rush's Characters (new:Mr. Smooth)



                      MR. SMOOTH
                      Timid psychic with awesome belief-dependent power

                      PL 10 (150pp)
                      Real Name: Orville Freeman
                      Occupation: Librarian
                      Height: 5ft. 4in. / 5ft. 11in. Weight: 120lbs./175lbs.
                      Hair: Black Eyes: Brown
                      Age: 26 Sex: M

                      NOTE: This profile shows Mr. Smooth taking his Badass Pose, where his attack/defense caps are fairly balanced all-around. He can shift his caps by taking different poses.

                      ABILITIES
                      Strength 0 (+4), Stamina 0 (+4), Agility 0 (+0), Dexterity 0 (+0)
                      Fighting 0 (+4), Intellect 3 (+3), Awareness 2 (+2), Presence 0 (+0)

                      ADVANTAGES
                      Attractive 2, Eidetic Memory, Fearless, Uncanny Dodge
                      All Advantages are from powers

                      SKILLS
                      Athletics 0 (+4), Expertise: Dancing 1 (AGL bonus) (+8), Expertise: Psychology 2 (+5), Insight 0 (+8), Investigation 1 (+5), Perception 2 (+8), Technology 2 (+5)

                      POWERS

                      Core Cool Traits (Container) - 50pp
                      Ain't No Fool (Senses 4) - 4pp
                      Psychic Awareness (Mental), Direction Sense, Ranged Touch (only to 10ft.), Time Sense

                      Always Looks Cool (Feature 1) - 1pp
                      Never trips or fumbles, doesn't stutter or stammer, often faces dramatic winds as he acts, etc.

                      Can't Touch This (Immunity 8) - 8pp
                      Disease, Environmental Conditions (All), Sleep, Starvation & Thirst

                      He Can Handle Himself (Enhanced Fighting 4) - 8pp

                      He's So Fit! (Enhanced Stamina 4) - 8pp

                      He's So Strong! (Enhanced Strength 4) - 8pp

                      People Person (Enhanced Trait 7) - 7pp
                      Insight 6, Persuasion 8

                      Perfect Grooming & Hygiene (Feature 1) - 1pp
                      Clothes are always tidy and spotless, never has bad breath or BO, etc.

                      Ready & Composed (Enhanced Advantage 3) - 3pp
                      Eidetic Memory, Fearless, Uncanny Dodge

                      Too Smooth (Enhanced Advantage 2) - 2pp
                      Attractive 2
                      Conscious Psychic Power (Array) - 40pp + 2pp of Alternates
                      Do What I Say (Move Object 10) - 40pp
                      Perception Range, Damaging, Subtle, Quirk: Requires forcefully speaking the action or demanding the action occur

                      I'm Right Where I Need To Be (Teleport 13) - 1pp
                      Extended Only, Accurate, Easy, Subtle, Limited: Not Usable During Combat; 8000 mile reach (anywhere on Earth)

                      Snap Attack (Damage 10) - 1pp
                      Ranged, Burst Area, Selective, Subtle, Precise, Activation: Move Action, Quirk: Requires a finger snap
                      Passive Psychic Power (Array) - 36pp + 2pp of Alternates
                      Badass Pose (Container) - 36pp
                      - Focused (Enhanced Trait 6) - Expertise: Dancing 7, Perception 4, Investigation 1
                      - I AM Mr. Smooth! (Enhanced Will 12)
                      - Slick (Enhanced Trait 12) - Dodge 6, Parry 6
                      - Tough Cookie (Protection 6)


                      Brick Pose (Protection 12) - 1pp
                      Impervious, Continuous

                      Bruce Lee Pose (Container) - 1pp
                      - Fight Like Bruce (Enhanced Fighting 12)
                      - Move Like Bruce (Enhanced Dodge 12)
                      OFFENSE
                      Initiative +0
                      Do What I Say (Perception) (DC 25)
                      Snap Attack (Burst Area) (DC 25)
                      Unarmed +4 (DC 19)
                      Throw +0 (DC 19)

                      DEFENSE
                      Dodge 4 (+10/4)
                      Parry 0 (+10/4)
                      Toughness (+10)
                      Fortitude 0 (+4)
                      Will 2 (+16/4)

                      POWER POINTS
                      Abilities 10 + Advantages 0 + Skills 4 + Powers 130 + Defenses 6 = 150



                      BACKGROUND

                      Orville was always small, timid, and "geeky" throughout his entire life. While he had a rather uneventful childhood, he also had parents who never seemed to support him, always trying to encourage him to "lie low" and "just get by." Even while he felt this was somewhat wrong, he obeyed, and even into adulthood stayed a meek, shy and not-very-confident person.

                      It was his second year of community college, where he was getting his associate's degree in Library Science, when his powers first manifested. A chance encounter with a single assailant forcefully accosting one of his instructors, Mr. Sutherland, caused him to choose--possibly for the first time in his life--to assert himself, at least enough to intervene. He confronted the assailant, and laughter was the reply. A spark of anger at a thug being so brazen caused him to yell. And it was a yell that shook windows and even seemed to shake the earth. The assailant's eyes widened with fear, and that was when Orville knew.. that he COULD stop this. He had to. One shout changed his life forever. "LEAVE!" The miscreant flew backwards as if yanked by an invisible wire, and was found the next morning still unconscious, with a few broken bones as well. Mr. Sutherland, for his part, seemed grateful for the intervention, but seemed to remain distant and uncomfortably aloof around his rescuer after that.

                      Orville knew that what happened was because of him, that it was some sort of hidden, untapped power he wielded. Yet try as he might, attempting to reuse the power during private experimentation was an utter failure. It was only when he got mad after a process of attempting to lift lighter and lighter objects with his mind, and told himself that it was ridiculous that he couldn't even make a paper clip move, that he got results. After all, he knew he could. "I KNOW I can!" he shouted at himself, willing the confidence and belief into power, and it was at the very instant he did that the paper clip floated up and hovered in mid-air. Further testing showed that it was his confidence that empowered him; he seemed to be psychic, but his powers appeared unbounded. With enough belief, he could do a wide variety of things, although usually of frustratingly small magnitude. And so Orville sat down, and used his sharp (yet under-utilized) mind to figure out how to make his power consistent. How to always generate enough belief to be able to do what he needed to do. He invented a persona, an alter-ego he could act out, spending weeks determining how he should be, how he would act, what sort of powers he would and wouldn't wield. He decided that if he could just spend all his effort becoming this persona, the confidence the character would exude would take care of the rest. And so it was, that after all his preparation, all his testing, he took a deep breath, actually believed in his ability, and snapped his fingers. A flash of light shone around him, and out of it... stepped Mr. Smooth.

                      Of course, being who he was, it didn't take long for Mr. Smooth to make a name for himself, both as a suave celebrity AND a powerful superhero.

                      HERO SPECIFICS

                      Mr. Smooth always wears casual white. He never gets it dirty, so why not? He will often just appear on the scene of a crime or villain battle, attacking the bad guys with, by all accounts, just his voice; deftly avoiding (or stoically taking) hits; and charming the bystanders, all at once. When the stakes ramp up, a single snap of his fingers is often enough to bring down the house. Of course, he plays well with others, and has often been an asset to a superhero team (although rarely in areas like research or tech... he's got an image to maintain, after all.)

                      While he has no inhibitions about fielding reporters or being in front of a camera, he's just as likely to inexplicably disappear after a battle is over.

                      COMPLICATIONS

                      Image to Maintain
                      As Mr. Smooth, Orville has an image to maintain. His powers are fueled by confidence, which comes largely from the carefully-crafted, empowering identity he has created for himself. This means he has to protect his identity's image, even with his life, at risk of stumbling and losing strength. To this effect, he also keeps his public, superheroing life as separate from his private life as possible, sometimes causing conflict with other heroes and teammates.

                      Secret Identity
                      Orville transforms from a small, timid geek into the tall, dark and handsome Mr. Smooth. He looks completely different, but still has to keep his private identity secret. Not only might it cause problems for his loved ones if their connection to Mr. Smooth was discovered, but NOT revealing his identity also helps his image by not appearing to have any weaknesses or vulnerabilities.

                      Power Loss: Confidence
                      Orville's psychic powers almost border on reality manipulation, and appear to have no theoretical limit in strength or reach. But in practice, his mental state limits him quite severely--so much so, that in his normal life, he can barely use his powers to levitate a pencil. But Orville realized this limit, and developed the persona of Mr. Smooth to exude confidence beyond any he could timidly pretend to otherwise. So as long as he's smooth, and projecting this confidence, his powers sharply increase; even failure doesn't matter as long as he can coolly wave it off. In time, Orville may grow to use his powers normally without the persona (and possibly shatter mountains with it,) but for now, blows to his confidence, either in himself or in the likelihood of success of the task at hand, can result in losing a few ranks of power, or even several.

                      Power Loss: Identity
                      Orville really doesn't have most of his powers until he snaps his fingers (or in a pinch, does something else appropriately dramatic) and transforms into Mr. Smooth. The only powers he can rely on with any consistency as Orville are his Psychic Awareness, his Immunity to Disease, and possibly a single rank of Move Object (without the voice requirement.) Note that powering down from Mr. Smooth to Orville Freeman simply happens subtly and instantly whenever he deems it time to drop the act and return to normal... almost never in front of anyone.

                      Power Loss: It's Not Serious
                      Mr. Smooth's Snap Attack is his strongest, most dramatic offensive power, causing dozens of targets at once to flash with a brilliant white light and take a major hit, despite having no visible connection to him beyond a finger snap. However, because it's fairly dramatic, he holds it in reserve for when things get serious. The GM has the right to declare a situation "not serious enough" for such an awesome power, in which case Mr. Smooth simply understands that he can't use it then.

                      Motivation: Doing Good
                      The entire reason Mr. Smooth exists is because Orville wants to use his powers for good; his parents taught him as much. So he does go out of his way to do so, even trying to project the image that doing good is far cooler than not.
                      Last edited by Rush; 7th July 2016, 07:46 PM. Reason: Slight adjustment to Orville's weight, fixed Always Looks Cool
                      My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                      Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                      Comment


                      • #12
                        Re: Rush's Characters (The Cast redux)

                        Here's The Cast, reworked into a tighter, simpler build, one more suitable for online play.

                        THE CAST
                        Falcon-themed, duplicating crime fighter

                        PL 10, 150pp
                        Real Name: Tim O'Brien
                        Occupation: P.I. Consultant
                        Height: 5ft. 11in. Weight: 185lbs.
                        Hair: Red Eyes: Brown
                        Age: 25 Sex: M

                        ABILITIES
                        Strength 1 (+1), Stamina 2 (+2), Agility 2 (+2), Dexterity 0 (+0)
                        Fighting 4 (+14), Intellect 2 (+4), Awareness 2 (+4), Presence 0 (+2)

                        ADVANTAGES
                        Equipment 4
                        (Flashlight, Mini-tracer, Multi-tool, Restraints, Toolkit (Basic), Falcon Blades (Shuriken - 3ep), Motorcycle (12ep))
                        Motorcycle:
                        - Speed 6 (120mph, 1800ft/rnd)
                        - Feature: Alarm 1
                        - Feature 1: Electric & Stealthy
                        - Strength 1, Toughness 8, Size: Medium


                        SKILLS
                        Acrobatics 1 (+3), Athletics 2 (+3), Close Combat: Unarmed 1 (+15), Deception 4 (+6), Expertise: Streetwise 4 (+8), Insight 4 (+8), Intimidation 6 (+8), Investigation 4 (+8), Perception 4 (+14), Persuasion 2 (+4), Ranged Combat: Throwing 5 (+5), Stealth 4 (+6), Technology 1 (+5), Vehicles 2 (+2)

                        POWERS

                        Group Duplication (Container) - 24pp
                        - Constant Attention (Enhanced Awareness 2)
                        - Coordinated Action (Quickness 2)
                        - Enhanced Impression (Enhanced Presence 2)
                        - Extra Eyeballs (Enhanced Perception 6)
                        - Extra Perspectives (Senses 3: Accurate Hearing, Radius Vision)
                        - Group Analysis (Enhanced Intellect 2)
                        - Huddled Warmth (Immunity 1: Environmntal Cold)
                        - Never Really Down (Enhanced Trait 1: Instant Up)
                        - Collective Confidence (Enhanced Will 2)

                        Clone Combat (Container) - 34pp
                        - Expendable Targets (Enhanced Dodge 10)
                        - Extra Bodies to Hit (Protection 4)
                        - Multiple Fighters (Enhanced Fighting 10)

                        Duplication Effects (Array) - 11pp
                        *Decoys (Concealment 10: All Senses, Limited: Duplicates are all visible)
                        *Duplicate Movement (Container)
                        - Appear, Disappear (Teleport 1, Subtle, Quirk: Only 5 ft.)
                        - Coordinated Motion (Movement 2: Safe Fall, Wall-crawling 1)
                        - Wave of Bodies (Leaping 3)

                        Instant Mobs (Move Object 6) - 25pp
                        (Burst Area 1, Damaging, Selective, Reduced Range - Close, Custom Extra: Parry resistance, not Dodge (+0p/r), Precise, Subtle, Quirk: Needs physical access to area)

                        OFFENSE
                        Initiative +2
                        Instant Mobs (Selective Burst Area) (DC 21, Parry resistance DC 16)
                        Falcon Blades (ranged) +5 (DC 16)
                        Unarmed +15/+5 (DC 16)
                        Throw +5 (DC 16)
                        Grab +15/+5 (DC 16)

                        DEFENSE
                        Dodge 2 (+14/+4)
                        Parry 0 (+14/+4)
                        Toughness (+6/+2)
                        Fortitude 0 (+2)
                        Will 2 (+8/+4)

                        POWER POINTS
                        Abilities 26 + Advantages 4 + Skills 22 + Powers 94 + Defenses 4 = 150

                        BACKGROUND

                        Tim grew up an orphan. His parents died in a traffic accident when he was 3, and having no living relatives, Tim became a ward of the state and bounced around multiple foster homes. As is often the case, many of the environments he found himself in weren't exactly conducive to a healthy upbringing; Tim frequently found himself the target of abuse, or even just bullying by other foster children. As his suffering continued, Tim became more emotionally distant, and a worse-behaved youth.

                        He finally wound up in a halfway-decent foster home right as he hit his teens, one which introduced him to positive influences in school (and church!) that helped the troubled, but bright kid come to terms with his situation and choose to not head down the wrong path.

                        Eventually, Tim made it through high school and graduated, taking an interest in becoming a private investigator. With help from a former school mentor, he landed an internship at a PI agency; it was shortly after that when "the incident" occurred in his city. The glow from the corporate lab that night signaled the decimation of the facility, but also changes across the city. Weird things happened to a number of cars, structures and personal artifacts. And a number of people would up strange new abilities.

                        Tim discovered his ability to create multiple quantum instances of himself by accident; when the duplicate wound up uninstantiating, and the remaining Tim acquired the memory of the other's two minutes of divergent lifeline, he immediately understood the gravity of the situation; and quickly learned to make use of it. With his newfound power, he realized he could actually do what had only been a hidden desire in his mind: exact justice on those who continually committed injustice on others. And within the year, he embraced a new identity: The Cast.

                        The Cast is a falcon-themed crime fighter, named after the proper term for a group of falcons. He wears a dark cloak-like cape somewhat reminiscent of wings, and a slightly-"beaked" cowl, with a simple costume that includes little in the way of protection, preferring to rely on his agility (and powers) for defense. And of course, his utility belt provides the few tools he needs. When necessary, his electric motorcycle allows for speedy transport for up to two instances of him.

                        As The Cast, Tim spent years fighting crime within his city, and righting wrongs for the benefit of others before deciding to relocate to Freedom City. An recruitment and approval later, he was fighting as a member of the Freedom League.

                        POWER SPECIFICS

                        Tim can, effortlessly, at will and nearly instantly, create practically any number of new quantum 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 Tim", having the same memories and abilities, and can also do the same things, including create duplicates. With each being the real Tim, 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, being that the instances are quantum entangled to some degree, 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.

                        COMPLICATIONS

                        Deficiency: Emotionally Stunted
                        Due to his rough childhood, Tim has a hard time relating to others in a positive emotional sense. In fact, he even has difficulty allowing himself to experience positive emotions at all. Not that Tim is unstable--he's as well-adjusted as he can be. He's... just not the guy you want trying to console a citizen who just lost her husband due to a supervillain's attack.

                        Motivation: Justice
                        Having grown up around injustice, Tim has a strong desire to see justice measured out, but also avoids having that desire become mere vengeance and punishment.

                        Quirk: Uncomfortable w/o Duplicates
                        Tim has gotten used to the strange mental effects his power brings about, as well as the benefits that having multiple instances of oneself brings. So much so, that he is actually uncomfortable when he does NOT have multiple instances of himself active. He tries to always have a few instances active even when not superheroing, and usually takes extra security precautions before allowing himself to fall asleep.

                        Quirk: Entangled Feedback
                        Each instance of The Cast 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" Cast. The chance is proportional to the number of instances active (to as low as a 1/20 chance.) For example, if The Cast 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" Cast. Similarly, if The Cast is using Instant Mobs (say, 20+ instances) to attack several villains at once, and each villain is swinging at an instance, each time they attack, there's a 1/20 chance that damage done to the instance will ripple through to all of them. If a particularly hard hit is landed, it could knock out the instance, and cause all the others to instantly uninstantiate. Of course, for dramatic/other purposes, the GM can also dictate that a particular attack will *definitely* strike the "real" Cast.
                        My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                        Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                        Comment


                        • #13
                          Re: Rush's Characters (new: Mr. Smooth, The Cast redux, Mark Manning)

                          A character submisson (for a forum game -- Hero High - Hawkes Academy) that I've come to find worth keeping around.



                          MARK MANNING
                          Tactile-telekinetic high-school jock

                          PL 8 (90pp)
                          Occupation: High school freshman
                          Hair: Brown Eyes: Blue-Green
                          Age: 14 Sex: M

                          NOTE: Current bonuses reflect Mark's power arrays being set to "TTK Strength" and "TTK Shielding".

                          ABILITIES
                          Strength 1 (+12), Stamina 2 (+2), Agility 1 (+1), Dexterity 0 (+0)
                          Fighting 1 (+4), Intellect 0 (+0), Awareness 0 (+0), Presence 1 (+1)

                          SKILLS
                          Athletics 2 (+14), Deception 1 (+2), Expertise: Farming 2 (+2), Expertise: Pop Culture 2 (+2), Expertise: Wrestling 2 (+2), Insight 1 (+1), Intimidation 2 (+3), Perception 3 (+3), Persuasion 0 (+1), Stealth 1 (+2), Technology 1 (+1), Treatment 1 (+1)

                          ADVANTAGES
                          Diehard, Fast Grab, Improved Grab**, Improved Hold, Improved Initiative
                          ** = NOT from powers

                          POWERS:

                          Psychic Awareness: Senses 1 (Awareness: Psychic) - 1pp

                          Psychic Mind Shield: Enhanced Will 12 - 12pp

                          TTK Feedback: Senses 2 (Acute, Ranged: Touch) - 2pp
                          See "Power Profiles: Earth Powers - Tremorsense" for comparison

                          Instinctive TTK: (Container) - 17pp
                          - Enhanced Fighting 3
                          - Enhanced Dodge 3
                          - Enhanced Advantages 4 (Diehard, Fast Grab, Improved Hold, Improved Initiative)
                          - Enhanced Fortitude 2
                          - Instinctive Flight 1
                          NOTE: Most Instinctive TTK effects have an additional descriptor of Speed

                          Self-Focused TTK (Array) - 10pp + 1pp in alternate effects
                          - TTK Shielding: Protection 10 (Sustained, Impervious, Limited: Physical attacks only)
                          - AE: Flight Boost: Flight 5 (Stacks with Instinctive Flight)
                          Total stacked speed of 120mph

                          Projective TTK (Array) - 22pp + 3pp in alternate effects
                          - Tactile-Telekinesis: Move Object 11 (Quirk: Only via direct/indirect contact (-2pp), Accurate 2)
                          - AE: TTK Strength: Enhanced Strength 11
                          - AE: TTK Shear: Weaken Toughness 11 (Fortitude Save; Affects Objects, Penetrating 11, Unreliable: 50% chance)
                          - AE: Liquid Blast: Blast 8 (Perception, Limited: Only within liquid mediums)
                          Both Mark and target need to be fully submersed to use


                          OFFENSE
                          Initiative +5/1
                          Tactile-Telekinesis +4 (DC 26)
                          Liquid Blast (Perception) (DC 23)
                          TTK Shear +4 (DC 21)
                          Unarmed +4 (DC 27)
                          Throw +0 (DC 27)

                          DEFENSE
                          Dodge 0 (+4/1)
                          Parry 0 (+4/1)
                          Toughness (Physical +12/2, Energy +2)
                          Fortitude 0 (+4/2)
                          Will 0 (+12/0)

                          POWER POINTS
                          Abilities 12 + Advantages 1 + Skills 9 + Powers 68 + Defenses 0 = 90



                          BACKSTORY:

                          Mark Manning is, at heart, a country boy, and grew up wrestling and doing farmwork in the midwest, the oldest of five (and along with the youngest, one of two boys.) Despite being occasionally picked on while young, he matured somewhat early, and started growing in strength and stature significantly by the time his family moved to Emerald City. Already a reasonably decent wrestler, Mark's physical prowess overshadowed his somewhat quiet demeanor and allowed him to join a local team, quickly leading to making friends and eventually hanging with the "in-crowd." Getting a third-party wrestling scholarship allowed him to attend any private school in the area... so his parents settled on Hawkes Academy, somewhat to his dismay. But even that was just another opportunity for him to work hard and make the best of.

                          Then... one day changed the trajectory of his entire life. Mark was both disappointed, but expectant. His siblings were of mixed feelings about the whole affair. And his parents insisted he take advantage of Mr. Faris' offer of assistance to get his... whatever it was, under control.

                          And that is how Mark came to be in the living room of the mansion, looking forward to high school, alongside his similarly... affected classmates. While he knew his life had forever changed, he looked forward to the near future. After all, he had powers now... how bad could it get?

                          POWER DETAILS:

                          Mark's power is tactile-telekinesis, and it is psychic in origin (all of his powers have the Psychic descriptor.) He can, with just his mind, move anything he is touching, or that he is in indirect contact with (on the floor, at the end of a chain he's holding, sitting on a table on a floor below him, etc.) This works best with solid objects; he can move liquids too, but he has even less control over them than normal, and unless he is fully submerged, and just moving the liquid within its natural confines, he can't do very much with it. Gases are currently pretty much inaccessible to him via his powers. Of course, Mark has only just tapped into this, and is unaware of his true potential.

                          Normally Mark's eyes will exhibit a pinkish-orange glow whenever using his more active abilities (Flight Boost and Projective TTK, as well as 3+ ranks of TTK Shielding--basically whenever, to his mind, he lets his power flow enough to "get stronger/tougher.") Projecting his power out from himself also causes a faint, but noticeable glow of the same color to surround whatever he is affecting, although Mark has rarely noticed the effect up to this point. Still, with the effect from his eyes, the noticeable nature of his ability was one of Mark's biggest disappointments, as it meant he had to trade in his athletic participation for the privilege of having his powers (even though he can try to not use them, whenever focusing on a physical task, his eyes will sometimes glow even when he feels they shouldn't.)

                          COMPLICATIONS:

                          Doesn't Quite Get It - Not being too familiar with supers, Mark has yet to become aware of the true nature of his powers; he currently just thinks he's really strong and tough, and can fly, and that sometimes he can do "weird stuff" when he concentrates. Often he will affect something unintentionally at a distance, and will either not notice or not realize he's the cause... this despite the fact that he recognizes he's become skilled at detecting others' presences. This lack of self-awareness not only leads to him having to come to realize the full extent of his powers; it also means he sometimes causes "stuff" to happen due to strong emotion, or will become oddly aware of something and not understand exactly what it is (or why he's aware of it, or even if it's actually an awareness, and not just his imagination.)

                          Motivation: Thrills - Mark is a very physical young man, athletic, and something of an undercover thrill-seeker. The notion of becoming a superhero (or just having powers) is enough to drive him to seek out conflict and high-risk situations.

                          Motivation: Justice - Despite being a somewhat uncouth country-boy jock, Mark doesn't like bullies. He wasn't always the strapping young man he's become, and was sometimes picked on when much younger. He had to work hard at competing athletically before he began maturing, and while he's not so much interested in seeing fairness and equality reign everywhere, he gets legitimately ticked when he sees someone strong having fun at the expense of someone weaker.


                          UPGRADES:

                          Over time, Mark Manning will grow into a full 120pp PL 8 character. Following are the changes that should, in whatever order, be made to upgrade him from 90pp to 120pp:

                          Projective TTK - Add 11pp + 1pp
                          TTK Strength should gain 11 ranks of Penetrating
                          Tactile-Telekinesis should gain Damaging
                          TTK Shear should lose Unreliable
                          Liquid Blast should gain 8 ranks of Penetrating
                          New AE: Vision Block (Ranged Affliction 11) (Concentration, Instant Recovery, Cumulative, Quirk: Direct/Indirect contact, Accurate 2)
                          Resisted by Dodge, Overcome by Strength; Visually Impaired, Visually Disabled & Visually Unaware

                          Self-Focused TTK - Add 10pp + 4pp
                          Flight Boost should gain 5 ranks, for a total of 10
                          TTK Shielding should lose the Physical-Only Limitation
                          New AE: Group Protection 5 (Sustained, Affects Others, Impervious, Burst Area, Quirk: Direct/Indirect Contact)
                          Make all 3 effects Dynamic

                          Instinctive Flight - gain Aquatic, 1pp

                          Skills - gain 6 ranks total, 3pp
                          Perception +2
                          Insight +2
                          Acrobatics +1
                          Expertise: Pop Culture +1
                          Last edited by Rush; 13th July 2016, 09:34 PM. Reason: Added the Upgrade specifications
                          My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                          Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                          Comment


                          • #14
                            Re: Rush's Characters (new: Sam & Djinn)

                            This character is less of a straightforward superhero, but fits well in our custom setting, where the term is more flexible.

                            SAM & DJINN
                            Budding archeologist and his leashed djinn

                            PL 10 (150pp)
                            Real Name: Sam Duffy
                            Occupation: Student
                            Height: 5ft. 8in. Weight: 170lbs.
                            Hair: Brown Eyes: Gray
                            Age: 21 Sex: M

                            ABILITIES
                            Strength 2 (+2), Stamina 4 (+4), Agility 4 (+4), Dexterity 4 (+4)
                            Fighting 4 (+4), Intellect 2 (+2), Awareness 4 (+12), Presence 2 (+2)

                            ADVANTAGES
                            Artificer, Assessment, Eidetic Memory, Languages 2 (Greek & Latin), Uncanny Dodge
                            All Advantages except Languages are from Lornock the Djinn

                            SKILLS
                            Athletics 0 (+2), Deception 2 (+4), Expertise: Linguistics 2 (+4), Expertise: Magic 2 (+18), Expertise: World History 2 (+8), Insight 2 (+14), Intimidation 2 (+4), Investigation 2 (+4), Perception 2 (+14), Persuasion 2 (+4), Stealth 0 (+4)

                            POWERS (aka Lornock the Djinn)

                            Djinn's Presence (Feature 1) - 1pp
                            Accounts for the fact that Lornock can materialize in the presence of others, possibly causing them to react.

                            Djinn's Counsel (Container) - 30pp
                            Djinn Assists (Enhanced Trait 4) - 4pp
                            Artificer, Assessment, Eidetic Memory, Uncanny Dodge

                            Djinn Knowledge (Enhanced Trait 9) - 9pp
                            Expertise: Magic 14, Expertise: World History 4

                            Djinn Awareness (Enhanced Awareness 8) - 16pp

                            Magic Awareness (Senses 1) - 1pp
                            Djinn Action (Array) - 40pp + 5pp
                            Djinn's Hands (Move Object 10) - 40pp
                            Perception Range, Damaging, Continuous, Limited: ~100 ft. range, Split 1, Precise, Noticeable, Quirk: requires written/verbal instruction

                            Elemental Magic: Create Water (Create 9) - 1pp
                            Continuous, Movable, Precise, Innate, Subtle
                            500 cu.ft.


                            Elemental Magic: Sinkhole (Affliction 10) - 1pp
                            Ranged, Burst Area, Cumulative
                            Hindered, Immobile, Paralyzed; Resisted by Dodge, Overcome by Strength
                            Earth Element


                            Elemental Magic: Wind Flight (Flight 8) - 1pp
                            Affects Others, Burst Area, Continuous
                            500 mph, 1 mi/rnd


                            Elemental Magic: Djinn Fire (Damage 10) - 1pp
                            Perception Range, Split 1, Incurable, Reversible, Affects Insubstantial 2

                            Elemental Magic: Empowerment (Damage 10) - 1pp
                            Strength-based, Continuous, Fades, Accurate 2, Precise, Variable Descriptor: One of the 4 elements
                            Elemental Protection (Linked Effects) - 12pp
                            Deflect Attacks (Enhanced Dodge 8) - 8pp

                            Weaken Attacks (Protection 4) - 4pp
                            OFFENSE
                            Initiative +4
                            Djinn's Hands (Perception) (DC 25)
                            Djinn Fire (Perception) (DC 25)
                            Sinkhole (Burst Area) (DC 20)
                            Empowerment +8 (DC 27)
                            Unarmed +4 (DC 17)
                            Grab +4 (DC 12)
                            Throw +4 (DC 17)

                            DEFENSE
                            Dodge 0 (+12)
                            Parry 0 (+4)
                            Toughness (+8)
                            Fortitude 0 (+4)
                            Will 0 (+12)

                            POWER POINTS
                            Abilities 52 + Advantages 2 + Skills 8 + Powers 88 + Defenses 0 = 150



                            BACKGROUND

                            Full backstory available here.

                            Sam became the unlikely master of a djinn a year ago, after he fell into possession of an amulet that had gotten his brother killed. The amulet revealed that it contained, to Sam's horror, a djinn. Desperate, Sam wished for the djinn to change it's evil nature to a good one. It worked, but it was only a reprieve--the creature promised eternal torment after Sam's last wish was granted, once he was no longer the djinn's master.

                            So now Sam and Lornock search for a solution to the conundrum, one that doesn't involve using any more wishes. Lornock trains Sam in the ways of magic, and physically. And of course, they act as heroes during the interim.

                            HERO SPECIFICS

                            Lornock bound himself so that unless he's granting a wish, he's almost powerless. At least, compared to his usual self. Lornock himself is still invulnerable, possessing immense strength, and capable of flight, invisibility, limited telepathy, intangibility and several other innate abilities. Additionally, he accidentally left himself access to a small amount of elemental magic... again, with "small amount" being relative to his former power.

                            Lornock can quickly cast spells to wield his elemental magic, or can even empower Sam to temporarily make use of a portion of it. He also wields the elements to defend Sam as needed, both by deflecting attacks and by weakening them before they reach him.

                            COMPLICATIONS

                            Needing a Solution
                            Sam and Lornock are always on the lookout for leads and information regarding thwarting Lornock's impending restoration to his true, evil nature. As such, it's quite possible that there may be times where to help an ally, or to do the right thing, they might have to give up an opportunity to follow up on a lead, or to secure crucial information.

                            It's a Friggin' Djinn!
                            Those who know what Lornock is may act in a prejudicial manner toward him and/or Sam. His presence may even attract those seeking to destroy or contain him. And of course, the fact that Sam dying means the djinn's true nature returns may mean some missions are off-limits to him, just because they're too dangerous.

                            Power Loss: Djinn Restriction
                            As Sam's "powers" are effectively Lornock exercising elemental magic, the non-native nature of those powers might become an issue. True, it would take quite the rare and powerful force to restrict Lornock, but should it happen, he would be limited in his ability to assist Sam. In addition, while Lornock can react quickly (and sometimes even somewhat subtly, such as when speaking telepathically to Sam,) this isn't always enough to avoid attention. When using Djinn Action or Elemental Protection, he must materialize. If it's imperative that his presence not be known, this will limit his ability to act.

                            Power Loss: Limited Defenses
                            Lornock defends Sam as best he can using what little elemental magic is available to him. However, his spells have limits; any attacks that the elements can't affect, such as, say, a blast of gravitons, will pierce right through Lornock's protection; in effect, Sam's Toughness and his Dodge will be sharply reduced when dealing with such attacks.

                            Wish Temptation
                            Sam actually has two unfulfilled wishes. While in theory they could be wished at any time, obviously in practice this should be discussed in advance with the GM. However, there may be times where the GM places Sam (or the team) into a seemingly-impossible situation, overtly tempting Sam to use a wish. And while the wish itself will be carried out properly due to Sam's original wish, as soon as the last wish is granted, the djinn will be unbound from Sam, and it's true nature will be restored. The consequences to this would be a disaster, very likely one of epic proportions considering the djinn will be out for Sam's head.
                            Last edited by Rush; 25th July 2016, 10:23 PM. Reason: Cleaning grammar under Power Loss: Limited Defenses
                            My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                            Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

                            Comment


                            • #15
                              Re: Rush's Characters (new: Sam & Djinn)

                              Backstory of Sam & Djinn

                              It all started the day a package arrived at Sam's house, apparently from his estranged older brother, but addressed to him. The Duffys were archeologists, and his brother's methods and disregard for ancient artifacts--both their cultural importance and their potential danger--had gotten him into trouble before. The arguments with their father had gotten to be too much, and Jerrod had gone out on his own. So Sam was surprised at the package, after years of no contact.

                              The hastily handwritten note inside starting worrying him as soon as he began to read:

                              "Sam,

                              I blew it, bud. I screwed up big time. I know I should have listened to Dad, but of course I didn't. I should have. I'm sorry. Please tell Dad that. By the time you read this, I will likely be dead. And I'm sorry for the trouble I'm sending your way.

                              But Sam, you're one of the best people I know. You actually have a good heart. And you're clever. You were the only one I could think of who could handle this. You won't fall for the temptations. I have confidence that you can beat this, and you'll make it look easy. I'm sorry, but you'll have to be the one to figure it out now. Love you, bro. Bye.

                              - Jerrod."

                              With trembling hands, Sam dug through the crumpled paper of the package, and pulled out a ruby amulet set in what appeared to be gold. Gold that appeared to have blood on it.

                              "Jerrod?" Sam whispered as he stared at the amulet. His thumb idly rubbed some of the dried blood off. As soon as he did, thick black smoke spewed from the amulet, quickly filling the room.

                              The smoke cleared within seconds however. And when it did, Sam was no longer alone. The muscled, physical specimen of a man that stood before him was unusually dressed. Golden bands adorned his bare forearms, his only top covering a white silk vest with gold trim. His skin was bronzed, and his hair was shaved, except for a single ponytail in back. And he looked... odd. Something was off, but Sam couldn't put his finger on it.

                              The man grinned widely. Menacingly, really; it sent a chill through Sam.

                              "You must be Sam," started the man, his accent thick and his voice deep. He grinned wider still. "Your brother mentioned you. You have the same eyes."

                              Sam glanced around the room, shocked. He felt like this had to be a dream yet... it sure seemed real. The blood-spattered ruby amulet in his hand looked real. And the man standing before him was real as well... strange, but real. "Who are you?" Sam asked finally.

                              Another wide grin, almost defiant, as the man bowed, looking Sam in the eye as he did. "I am Lornock," he said gently, the honey in his voice too sweet, "and you, Sam, are now my master." He closed his eyes and bowed his head for just a second before standing upright, still grinning.

                              "...........What?!" Sam spat. "What are you--look, what's going on? What are you doing here? And what happened to my brother?"

                              The grin widened as Lornock made an expansive gesture with his arms. "I am here to serve you, Master. I can tell you what happened to your brother, but I believe you would be better served by making your request plain and explict... simply *wish* to know what happened." The darkness behind the grin was making Sam so uncomfortable he almost bolted. What was--

                              Then it hit him. He had read the stories, some even in the old Greek or Latin. He immediately knew what had happened. And, of more immediate importance, he knew who this Lornock was.

                              He was a djinn.

                              "No," Sam slowly said as he stepped back.

                              A nearly sincere-looking look of confusion crossed the being's face. "No? You do not wish to know what happened to your brother?"

                              "I don't want ANYTHING from you!" Sam's voice had practically risen to a shout as he frantically looked around him. He didn't even know what he was looking for. His knowledge of djinns was rudimentary; he knew the basics. And he knew that djinns were supposed to be gone.

                              "He dug you up." Sam accused. "Didn't know what he had... or just didn't believe it. And your wishes killed him. Had to take time, he must have known he was trapped in order for him to have sent me this."

                              Lornock grinned once more, and the malice behind it was almost palpable. "I merely did his bidding. And now, Master, I am to do yours. Simply wish, and it is yours. Or..." He shrugged. "Simply cast the amulet aside; I'm sure there are many others who would be very appreciative. I'm sure they would readily have use for me."

                              Sam was scared; he knew he should be terrified. But all he could think about was his brother. And he was ticked. At one of the most powerful beings in existence. For all the good it did.

                              "'Did his bidding' my ass! We KNOW how it works, Djinn! We have records! You killed him, and you did it deliberately! You WANTED to!"

                              Feigned hurt crossed Lornock's face. "Master... I merely wish to serve you."

                              "You're evil," sneered Sam, while at the same time in the back of his mind he thought, "Sure, confirm to a djinn that he's evil, that'll stop him."

                              Again the malicious grin. "Master... I am what I am. I am your servant. I--"

                              "I wish you would cease to exist!" snapped Sam, "And that no one would be harmed in your vanishing!"

                              The grin became a smirk as Lornock tilted his head. "Clever," he said, the honey gone from his voice. "But I cannot use my power to destroy my self. It doesn't work that way. Even my abilities have limits." The grin again. "Although, if you want to discover them, you'll have to--"

                              "I wish for you to never grant wishes ever again, for any purpose, for any person, under any condition!" Sam glared at the djinn as he shouted the request.

                              A chuckle came from Lornock's throat before he spoke. "That I cannot do either, Master." The sarcasm forced in the title actually stung. "I am bound, first and foremost, to continue granting wishes, and your request would end that. I am powerless to undo my binding."

                              "Evil bastard," muttered Sam.

                              Lornock actually rolled his eyes as he folded his arms. "Whenever you are ready, Master," he said in a colorless tone, "I shall grant your wish."

                              But his eyebrows raised in honest curiosity as he noticed Sam wasn't listening, but rather stood frozen with an intense look of revelation on his face. "He's evil. He's actually evil."

                              Sam looked right into Lornock's eyes. Lornock saw... something behind them. He had no clue what it was, since he'd never seen that look before. "Master?"

                              "I wish..."

                              Lornock grinned.

                              "That your nature would change to one that was good, and righteous."

                              Lornock's grin disappeared.

                              "So that your every action in fulfilling my wishes, including this one--" he almost stumbled--"be done in a manner that best reflects my true intentions. And so that you always sincerely act with my best interests--" another near stumble--"and those of my friends and loved ones, at heart." Then after a split-second pause, "and yet without malice toward anyone else."

                              Sam breathed. He'd thought on this problem as a kid. He hadn't actually come to this solution before, but the seeds had been there.

                              He noticed Lornock hadn't moved; his arms were still folded. His face was expressionless, impossible to read.

                              After a long few seconds: "Well?"

                              Slowly, Lornock's arms unfolded. He stared at Sam, and slowly stepped toward him. Sam stood his ground as the djinn, a full head taller, stepped up and stood almost on top of him. He glared down at Sam. Sam glared back.

                              "Your wish is granted, Master," he hissed through clenched teeth, as if forced to speak the words.

                              A silent second passed as the two continued glaring. Then, without a hint of coercion in his voice: "And just so you know, since I'm to consider your best interests, even with THIS wish--this change will only last so long as you are my master."

                              "Had you said my TRUE nature, or specified that it was to last forever, I would have genuinely lost. But despite your clever, clever wording, I can still choose to interpret your wish as only being a temporary shift in nature, to deal with fulfilling your wishes, since that WAS your clarification. Your 'true intention' of having wishes without consequences--due to my shift in nature--will be met."

                              Sam did his best not to let the stab of panic he felt show.

                              "So congratulations. Yes, I will be your dancing, smiling monkey. I will genuinely be benevolent and helpful toward you. And then, after you've made your last wish, and I am no longer your servant... I will do everything imaginable to make you wish you had only suffered what your brother did. Even if it takes a thousand years, I will bend time itself to see you in eternal torment."

                              A final smirk. "Just so you've been warned."

                              As his face went expressionless again, Lornock slowly stepped back until he was again a few yards away, spreading his arms as he went. He closed his eyes and raised his face to the ceiling as he floated up a few feet into the air, and as thick, dark smoke billowed from the amulet and began to swirl around him. The smoke sped up, and began lightening, as a white light began to glow around Lornock. It was quickly so bright that Sam had to look away, and then with a final flash, it ceased.

                              Sam looked back at the djinn. For a second, he was worried it had been a ruse, but then he saw Lornock's expression soften as he walked up to him. "Master," he said, holding out his hand. "Please let me hold the amulet."

                              Confusion crossed Sam's face. He looked at the amulet, then back at Lornock.

                              "It's alright, Master," Lornock said, a geniune smile on his face. "This is in your best interests. Remember?"

                              Still unsure, Sam slowly placed the amulet into the djinn's hand. Lornock closed his hand around it, then suddenly plunged his hand, holding the amulet, right into Sam's chest. Sam gasped as white light streamed from where the djinn's arm intersected his sternum; it ceased when Lornock immediately withdrew his hand. The amulet was gone.

                              "Sorry to scare you Master," he explained. "One of the worst ways one is deceived by the amulet is because it can be taken from you. Hopping masters as needed was--" He lowered his head, looking down. "--was how I usually caused mischief when I had a master who gave me no opportunity. But after your first wish, the Djinn Artifact can be bound to you, until your last wish. Not that I had ever told anyone before. So, for now the amulet is safe."

                              Sam's hand came up to his chest. No lumps. It felt fine. "Okay," he finally said. "That's good. But now the question is..."

                              "How to deal with me? The other me, that is?"

                              Sam nodded.

                              Lornock again lowered his head. "I'm sorry, Master." He looked straight at Sam, tears in his eyes as he continued: "I bound myself so that I can do almost nothing except grant your wishes. I don't think there's anything we can do. As soon as your last wish is granted--I will go back to being one of the most malevolent beings in the universe. And then I will do everything in my power to destroy you. And right now I am powerless to stop that."

                              Sam's eyes widened at that; he knew he was still in trouble, but hearing it stated like that... "Well, if I can just hold on for--"

                              "Master?"

                              Sam looked at Lornock, already knowing what he was about to say. "Yes?"

                              "Please don't wish for immortality."

                              Sam sighed and nodded. "Yeah. That's a raw deal even without screwing up the wish, isn't it?" He shook his head. "There's no way out of this is there?"

                              Lornock shrugged, "I will help you to the best of my abilities in any way I can, Master. But... I don't believe there is."

                              "I'm so sorry."
                              Last edited by Rush; 25th July 2016, 02:00 PM. Reason: Tweaking
                              My builds can be found in the Roll Call forum [url=http://roninarmy.com/threads/1719-Rush-s-Characters-(new-Mr-Smooth)?p=68608&viewfull=1#post68608]here[/url]. And, here's the latest version of [url=https://roninarmy.com/threads/1719-Rush-s-Characters-(new-Edge)?p=256421&viewfull=1#post256421]The Cast[/url].
                              Currently playing in: [url=https://roninarmy.com/threads/6868-Xenoforce-Earth-s-Strangest-Heroes-Recruiting-2-more-players][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

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