Announcement

Collapse
No announcement yet.

Rush's Characters (new: Blitz)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Re: Rush's Characters (new: Sam & Djinn)

    Here's a potentially-controversial character I think I posted to the Atomic Think Tank years ago, redone for 3ed, and with a couple of new twists:

    SOVEREIGN
    Empowered incarnation of individual sovereignty

    PL 10 (150pp)
    Real Name: Josh Collins
    Occupation: Activist
    Height: 5ft. 10in. Weight: 180lbs.
    Hair: Black Eyes: Brown
    Age: 28 Sex: M

    ABILITIES
    Strength 0 (+15), Stamina 0 (+8), Agility 0 (+0), Dexterity 0 (+0)
    Fighting 1 (+5), Intellect 2 (+2), Awareness 2 (+2), Presence 0 (+0)

    NO ADVANTAGES

    SKILLS
    Athletics 0 (+15), Deception 1 (+1), Expertise: Mechanical Engineering 2 (+4), Insight 2 (+4), Investigation 2 (+4), Perception 2 (+4), Persuasion 5 (+5), Technology 1 (+3), Treatment 1 (+3)

    POWERS

    Combat Training (Enhanced Trait 6) - 6pp
    Dodge 2, Fighting 2

    The Gift of Sovereignty (Container) - 125pp
    Cosmic Draw: Biological Shield (Immunity 10) - 9pp
    Life Support, Quirk: Needs to eat & drink

    Cosmic Draw: Mind Shield (Enhanced Trait 10) - 10pp
    Will 10; Permanent

    Cosmic Tap (Array) - 22pp + 1pp
    * Teleport 6 - 22pp
    Accurate, Extended Only, Change Direction, Change Velocity, Increased Mass 2
    200lbs. carry, 60 miles in 2 move actions

    * Flight 10 - 1pp
    Aquatic, Feature: Floats when knocked unconscious while flying
    2000mph, 4 mi/rnd


    Enhanced Stamina 8 - 16pp

    Enhanced Strength 15 - 30pp

    Protection 7 - 7pp

    Enhanced Voice (Array) - 17pp + 2pp
    * Full-Strength Shout (Damage 6) - 17pp
    Burst Area 2, Activation 1: Move Action
    * Directed Shout (Damage 6) - 1pp
    Cone Area 2, Quirk: Requires cupped hands
    * Voice Amplification (Communication 2) - 1pp
    Auditory (Normal Hearing); Area, Feature 2: 2 extra miles range (total of 3 miles)

    Slight Speed Boost (Enhanced Trait 6) - 6pp
    Dodge 2, Fighting 2

    Supersenses (Senses 2) - 2pp
    Cosmic Awareness (Mental), Direction Sense

    Universal Translation (Comprehend 2) - 3pp
    Speaks all languages, Understands all languages; Quirk: Only human languages

    OFFENSE
    Initiative +0
    Full-Strength Shout (Burst Area) (DC 21)
    Directed Shout (Cone Area) (DC 21)
    Unarmed +5 (DC 30)
    Throw +0 (DC 30)
    Grab +5 (DC 25)

    DEFENSE
    Dodge 1 (+5)
    Parry 0 (+5)
    Toughness (+15)
    Fortitude 0 (+8)
    Will 0 (+12)

    POWER POINTS
    Abilities 10 + Advantages 0 + Skills 8 + Powers 131 + Defenses 1 = 150



    BACKGROUND

    Background available here.

    HERO SPECIFICS

    Sovereign flies into battle in the costume that appeared on him when he was originally empowered. It is practically 100% light-absorbent, causing him to almost looks like a disembodied head and pair of hands (as those are the only parts of him the costume doesn't cover.) Centered on the chest is a brilliant white, almost glowing starburst. As the costume never seems to get soiled or torn, it's what he normally wears even outside of fights. He keeps his hair very, very short rather than shaved, and is typically clean-shaven. A glowing white aura surrounds him whenever he flies, and a bright flash of light engulfs him whenever he teleports.

    His typical fighting style against supervillains is to beat them into submission, but his enhanced voice, throwing arm and occasional tactical insight sometimes provide other options. Sovereign wears no mask, preferring to be open about his identity.

    He has something of a private life, along with a family (parents and a sibling) that he doesn't see very often, and a small, discrete residence he rents. He's rarely there however, spending the bulk of his time out and about, including attending liberty-oriented functions, superheroing, and tackling slave rings across the planet (usually in coordination with various liberating organizations.)

    COMPLICATIONS

    Ideology: Voluntaryism
    Sovereign's personal political ideology is the strangely-controversial voluntaryism, and he believes in it wholeheartedly. Due to the controversy, and Sovereign not shying from it, he sometimes runs into (or, without wanting to, causes) issues and problems. Often he will have to compensate for his beliefs, or even stay out of certain affairs due to his strong personal stance.

    Motivation: Responsibility
    Sovereign feels that it is his responsibility both to be an example to the world of what true, responsible liberty looks like; and to fight against tyranny and oppression in all its forms, from the dictator slaughtering his citizens, to the thug tyrannizing an innocent during a mugging. He acts on this responsibility out of compassion, duty, and righteous indignation.

    Pet Cause: Freedom
    Spreading freedom, especially it's most basic forms, is a pet cause of Sovereign's. Sure, as the most prominent, most open advocate of voluntaryism worldwide, he often speaks at liberty-oriented forums and such, and can even be found at the occasional civil rights protest. But he also gets in the trenches, especially on the worst front: slavery. He is particularly adamant about confronting it worldwide, in all its forms, as much as he is able, and regardless of political or economic repercussions. He does this both by liberating people, and sometimes by empowering them to overthrow their oppressors.

    Prejudice
    People who try to practice voluntaryism in modern cultures, even to a minor degree, often find themselves prejudiced against by people with a strong faith in "the system," or government... and moreso if the voluntaryist is vocal in his belief. Many people who feel Sovereign is obligated to act in a more communal mindset (at least as they see it) will refuse him service, or aid, or information, and since Sovereign is practically the global face of voluntaryism, this happens more often than he'd like.

    Responsibility: Liberated Communities
    Since Sovereign frees people worldwide from oppression and slavery as part of his life mission, he tries his best to help these freed people until they can be self-sufficient. Often he finds sponsors to help out, but at any given time he may have obligations to a few small communities, to pitch in until they're on their feet.
    Last edited by Rush; 10-07-2016, 10:13 PM. Reason: Minor correction to offense
    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


    • #17
      Re: Rush's Characters (new: Sam & Djinn, Sovereign)

      Background of Sovereign

      Josh was born as the first child to two educated, upper-middle-class parents who were very active politically. One might think that their constant involvement in civil rights protests, black marches, political campaigns and such affairs would have led to their son being quite the political activist. It did, but not in the way one might have expected.

      A bright, but inquisitive and stubborn youth, Josh constantly asked his parents about why they did what they did, and specifically about their beliefs. He analyzed them to death, and concluded on his own that while noble... they were inconsistent. Nothing to do with race, mind you, but rather, he questioned, to his parents' horror, what gave a government any more right over someone than a slave owner? Attempts to correct the "errant thinking" only further entrenched Josh's opinions, and after discovering various liberty-oriented writers, and the philosophies of liberty, Josh's course was set. By the time he graduated high school, the rift between him and his parents (and his sister, who followed their parent's path) had become a permanent fixture.

      In college, Josh avoided many of the sorts of demonstrations typical of students his age, and found a small group on campus with similar beliefs. Soon he went to rallies, forums and even protests with them, and it was near the end of his senior year when he was just leaving one such event that it happened.

      He had turned a corner in a secluded area on campus, and there was a flash of light in front of him. It dimmed to reveal an alien. It was obviously an alien; humanoid, but with blue-green skin, having four arms, and wearing impossibly outlandish "clothing." A voice spoke in his mind:

      "Dost thou choose to accompany me?"

      After a brief, stunned discussion, Josh quickly learned that the alien wanted to give him something, and was asking permission to take him aboard their ship to bestow it onto him. Tentatively, Josh agreed, and found himself aboard a fantastical ship almost beyond explanation. The aliens explained that though they were the last of their kind, they were not as interested in preserving their genes as much as their philosophy. They had had their eyes on humans for a while, and wanted to help enact a change; they had chosen him, somewhat at random among his like-minded peers, to be the first of several humans they would empower as an example of what true, individual sovereignty could accomplish. He again agreed, and this time as the light shone onto him, he rose into the air and was transformed. Empowered. The voice spoke once more in his mind:

      "Thou art sovereign!"

      As he descended to the floor, the aliens discussed him selecting several others to introduce to them over the course of a year, when the entire ship shook. It turned out that the rest of their species were hunting "their kind" to extinction, and three other ships had their sights set on this last vessel. There was just barely enough time to teleport Josh into Earth's upper atmosphere before the ship was destroyed. From Josh's perspective, it was just a distant flash of light... but in his mind, it was a sobering loss. He turned back to his planet, and gazing down at the cloud-covered continents, determined to stand for the change the alien's wanted. He would be the representative of liberty. He would be Sovereign, and would exemplify it.

      He flew back. He would be done in a few weeks. And then he would let the world know he was here.
      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


      • #18
        Re: Rush's Characters (new: Conduit)

        Here's one I've been working on for quite some time. I finally believe I got the right combination of backstory, individual powersets, and individual personalities that he's viable. That's not to say that I'll be able to find a GM that wants to handle him any time soon; but mechanically, it works, and I'm confident I could roleplay each personality well enough.

        The concept is a telepath who is skilled in his own right, but also hosts 4 other psychic personalities, each with their own temperaments and abilities. Together, they're called Conduit. (The other personalities will be posted soon.)




        CONDUIT
        STR
        STA
        AGL
        DEX
        FGT
        INT
        AWE
        PRE
        1
        1
        1
        1
        5
        1
        10
        2
        PERSONAL

        Name: Pete Adams
        Height: 5ft. 7in.
        Weight: 165lbs.
        Hair: Brown
        Eyes: Grey
        Age: 25
        Sex: M
        OFFENSE

        Initiative +1
        Mental Shockwave
        * Burst Area (DC 25)
        Mind Reading
        * Perception (DC 20)
        Unarmed +5 (DC 16)
        Throw +9 (DC 16)
        Grab +5 (DC 11)


        NOTE: These stats are with Telepathic Sponge active
        DEFENSE

        Dodge 0 (+15)
        Parry 0 (+15)
        Toughness (+1)
        Fortitude 3 (+4)
        Will 6 (+16)




        Total Defense: 9pp.
        ADVANTAGES: Animal Empathy, Assessment, Eidetic Memory, Fearless, Jack-of-all-trades, Languages 2 (Spanish, French), Ranged Attack 8, Teamwork, Uncanny Dodge, Well-Informed
        Total Advantages: 4pp.
        SKILLS: Acrobatics 0 (+1), Athletics 0 (+1), Deception 4 (+6), Expertise: Current Events 2 (+3), Insight 6 (+16), Intimidation 2 (+4), Investigation 0 (+1), Perception 6 (+16), Persuasion 4 (+6), Sleight of Hand 0 (+1), Stealth 0 (+1), Technology 0 (+1), Treatment 0 (+1), Vehicles 0 (+1)
        Total Skills: 12pp. (24 ranks)
        POWERS:

        Alternate Personalities (Morph 1) - Tiring, Metamorph 4

        Comprehend 6 - Speak to & understand animals, spirit communication & medium, understand all languages & you're understood; Quirk 2: Only usable with Telepathy

        Mind Detection (Senses 6) - Detect Minds (Mental), Ranged, Radius, Acute, Accurate

        Predictive Defenses (Enhanced Trait 20) - Parry 10, Dodge 10, Quirk 2: Only versus enemies with minds

        Psychic Awareness (Senses 1)

        Telepathy (Array)
        * Mental Shockwave (Damage 10) - Alt. Save (Will), Burst Area 2, Custom: No Attack Roll
        * Mind Reading 10 - Cumulative, Effortless, Sensory Link
        * Psychic Concealment 10 - All Senses; Affects Others, Burst Area 2, Selective, Resistable (Will)
        * Psychic Projections (Illusion 5) - All Senses; Illusion Area 4, Independent, Selective, Resistable (Will)
        * Telepathic Sponge (Container)
        - - Enhanced Ranged Attack 8
        - - Enhanced Awareness 4
        - - Enhanced Fighting 4
        - - Enhanced Dodge 4
        - - Grounded (Immunity 5) - Emotion Effects
        - - Group Senses (Senses 11) - Accurate Hearing, Accurate Olfactory, Direction Sense, Radius Vision
        Total Powers: 97pp.
        DESCRIPTION: Pete is a quiet, yet confident young man who takes his role as a superhero very seriously, despite eschewing a traditional costume. He trains with his powers regularly, and has committed himself to hosting the others of his "assembly" until other host bodies are found for them, even if that means for the rest of his life. Of course, he is quite practical as far as making use of the advantages of the situation too. With only an elderly uncle and aunt as family, he devotes himself to his superheroing, only taking time to make ends meet via side jobs such as counseling and temp teaching.

        As Conduit, occasionally Pete expends a bit of effort to "let out" one of his hosted psychics. Surprisingly, as they're given access to his body via a sensory link, they somehow also access Pete's illusory powers to manifest a projection of their former body onto him, so that, for anyone looking at Pete directly, he appears to be the other psychic. The psychics cannot swap directly between themselves however; they must each return control back to Pete, who then can release another if needed.
        Motivation: Doing Good
        Conduit is dedicated to superheroing, and has a genuine desire to help others and do good with his powers.
        Quirk: Personality Manifestations
        The other minds that Conduit hosts may, at GM discretion, get antsy and eager to be released if they feel the situation warrants it, to the point of badgering Conduit. This usually manifests itself as a -2 circumstance penalty to checks, and possibly as a nearby psychic projection of themselves via Conduit's illusion powers. Deven, as a rather forceful type, instead creates a -5 penalty under these circumstances.
        Quirk: Swap Limits
        Conduit's hosted minds can only come out when he allows them to. This also means that a hosted mind cannot swap to another hosted mind directly, but must first swap back to Conduit. This slowdown of accessing a needed personality may at times cause an issue.
        Power Loss: Sponge Range
        Can only soak in mental benefits from people within 60 feet of him. If not near enough people, the GM may declare that some of the benefits of Telepathic Sponge may be lessened, or even nonexistent. This may or may not be worth a Hero Point, depending on circumstances.
        SUMMARY: Abilities 26 + Powers 97 + Advantages 4 + Skills 12 + Defenses 9 = 150pp
        CONDUIT'S BACKSTORY

        Pete Adams was a typical, if committed superhero, a full-spectrum telepath going by the moniker Mindwave. Two years ago, a new supervillain named Dynox appeared, sparking a state-wide "psychic war" as he located psychics of varying ability, and destroyed their bodies, trapping their minds within another realm for him to tap for power. Pete and three other psychics (including the potent psychokinetic Vector) were the ones able to face the villain down and finally defeat him, although in the process, Vector's body was also destroyed and trapped.

        Of course, this left the obvious question of what to do with the sentient minds left behind? Pete and one other telepathic psychic made a pledge to host the minds themselves, until suitable replacement bodies could be found. Considering this was about twenty minds, it was quite an immense burden at first, although as brain-dead bodies and golems were found for the minds, the burden eased. Over the course of a year, all but four of the minds--all of which either couldn't be transferred to a host for various reasons, or simply didn't want to be--were dealt with. During this time, Pete had come to realize that despite the burden, there were advantages to the situation. So, he made the decision to host all four remaining minds himself, even including the lesser villain that Dynox had also trapped. After a period of adjustment (and laying ground rules,) he decided to continue his heroics, as Conduit, the psychic host.
        Last edited by Rush; 11-08-2017, 09:04 AM. Reason: Put his name in the "Real Name" section
        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


        • #19
          Re: Rush's Characters (new: Conduit)

          CONDUIT'S ALTERNATE PERSONALITIES

          CREED
          STR
          STA
          AGL
          DEX
          FGT
          INT
          AWE
          PRE
          14
          1
          2
          2
          6
          0
          2
          1
          PERSONAL

          Name: Roger Creed
          Height: 6ft. 4in.
          Weight: 240lbs.
          Hair: Grey-Green
          Eyes: Dirty Blonde
          Age: 35
          Sex: M
          OFFENSE

          Initiative +6
          Unarmed +6 (DC 29)
          Throw +6 (DC 29)
          Grab +6 (DC 24)
          DEFENSE

          Dodge 4 (+6)
          Parry 0 (+6)
          Toughness (+14)
          Fortitude 1 (+8/2)
          Will 4 (+6)




          Total Defense: 9pp.
          ADVANTAGES: Assessment, Chokehold, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Instant Up, Interpose, Jack-of-all-trades, Move-by Action, Takedown, Tracking
          Total Advantages: 12pp.
          SKILLS: Athletics 2 (+16), Deception2 (+3), Expertise: Military 6 (+6), Expertise: Outdoorsman 4 (+4), Insight 2 (+4), Intimidation 4 (+5), Investigation 1 (+1), Perception 6 (+8), Persuasion 2 (+3), Ranged Combat: Firearms 2 (+4), Ranged Combat: Throwing 4 (+6), Stealth 3 (+5), Treatment 2 (+2), Vehicles 2 (+4)
          Total Skills: 21pp. (42 ranks)
          POWERS:

          Alternate Personalities (Feature 8)

          Tactile-Telekinesis (Container)
          * Enhanced Fortitude 6
          * Enhanced Strength 13 - Subtle
          * Protective Shield (Protection 13) - Impervious, Sustained, Subtle
          * Exert Strength without Moving (Feature 1)
          * Speed 6 - Subtle
          - - AE: Leaping 6 - Subtle
          - - AE: Movement 3 - Safe Fall, Sure-Footed, Wall Crawling; Subtle

          Total Powers: 97pp.
          DESCRIPTION: Roger was a gung-ho military man, going on special ops and hiding his powers until finally found out by the military. He was given a choice: join a special force of military capes, or accept an honorable discharge, as he had lied on his recruitment forms. Not wanting to waste time with "super freaks" as he called them, he left, and promptly started his own MMA gym. It had just started to get off the ground when Dynox attacked him, destroyed his body, and trapped his mind. Now that he's bound to Conduit, he's being picky of the sort of new host body he'll accept (he was pretty proud of his old one.) However, he's grown fond of Pete, and has come to like the superhero gig, so he doesn't mind remaining body-less for the time being... so long as he occasionally gets a chance to be "let out."

          Roger's tactile-telekinesis hardens his body and grants him both incredible strength and related movement abilities, such as leaping, and climbing walls by puncturing even solid brick with his fingertips. He's the one to let loose when the group needs to get up close and personal.
          Motivation: Thrills
          A hard-nosed, but adventurous man, Roger loves combat, and loves thrills... although he'd never admit it.
          Prejudice
          Roger is rather old-fashioned and very conservative. As such, while he has a heavy, open bias against anything that smacks of liberalism, he also has minor prejudices against certain groups and ideas.
          SUMMARY: Abilities 30 + Powers 78 + Advantages 12 + Skills 21 + Defenses 9 = 150pp
          Last edited by Rush; 08-30-2016, 08:31 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


          • #20
            Re: Rush's Characters (new: Conduit)

            This is a Good fund to a television or web serie!
            A man with five personalities! One of them are a Woman!
            What do you Think? Go and make "all right reserved" this.
            "I warned you not to mess with the timeline, Barry" - Harryson Wells (Flash Season
            "I am not fighting pops, I standing up for something" - Wildcat III (Kingdom Come)
            "Give me a sword, I'll win this war for you." - Madmartigan (Willow, movie)
            You are Australian. We're impossible to kill - Frederick Bishop (Battlefield 1)

            Comment


            • #21
              Re: Rush's Characters (new: Conduit)

              Thanks! I've been putting a lot of thought into this concept, and I agree, I think it has great story potential. I haven't created enough material for him to be worthy of outright theft yet though, so hopefully any copies would be similar, but still distinct.
              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


              • #22
                Re: Rush's Characters (new: Conduit)

                CONDUIT'S ALTERNATE PERSONALITIES

                RAIN
                STR
                STA
                AGL
                DEX
                FGT
                INT
                AWE
                PRE
                1
                1
                1
                0
                0
                8
                2
                0
                PERSONAL

                Name: Amanda Ferguson
                Height: 5ft. 4in.
                Weight: 120lbs.
                Hair: Brown
                Eyes: Brown
                Age: 22
                Sex: F
                OFFENSE

                Initiative +8
                Water Blast +12 (DC 23)
                Water Saw +16 (DC 19)
                Water Snare + 12 (DC 18)
                Drown +8 (DC 22)
                Dry Out Percept. (DC 17)
                Dehydrate Percept. (DC 20)
                Unarmed +0 (DC 16)
                Throw +0 (DC 16)
                Grab +0 (DC 11)
                DEFENSE

                Dodge 0 (+10/1)
                Parry 1 (+10/1)
                Toughness (+10)
                Fortitude 0 (+1)
                Will 2 (+4)




                Total Defense: 3pp.
                ADVANTAGES: Languages 2 (Japanese, Japanese Kanji), Speed of Thought
                Total Advantages: 3pp.
                SKILLS: Athletics 0 (+1), Deception 1 (+1), Expertise: Chemistry 2 (+10), Expertise: Mathematics 6 (+14), Expertise: Physics 4 (+12), Expertise: Tactics & Strategy 2 (+10), Insight 2 (+4), Intimidation 1 (+1), Investigation 2 (+10), Perception 4 (+6), Persuasion 2 (+2), Stealth 0 (+1), Technology 2 (+10)
                Total Skills: 14pp. (28 ranks)
                POWERS:

                Alternate Personalities (Feature 8)

                Water Sense (Senses 9) - Detect Water (Mental), Ranged, Radius, Acute, Analytical, Accurate, Extended 2

                Passive Hydrokinesis (Array)
                * Move Water (Move Object 10) - Perception, Limited: Water & water-based fluids, Burst Area, Selective, Precise, Subtle, Split
                * Water Constructs (Create 10) - Impervious, Movable, Stationary, Subtle, Tether
                * Water Bubble (Container)
                - - Flight 8 - Affects Others, Burst Area, Aquatic
                - - Protection 3 - Affects Others, Burst Area, Sustained
                * Water Shield (Container)
                - - Enhanced Dodge 9
                - - Enhanced Parry 9
                - - Protection 9 - Impervious, Sustained, Subtle

                Offensive Hydrokinesis (Array)
                * Dehydrate (Affliction 10) - Fatigued, Stunned, Incapacitated; Resisted by FOR; Perception, Cumulative, Distracting, Affects Insubstantial 2, Insidious, Subtle
                * Drown (Affliction 12) - Fatigued, Exhausted, Incapacitated; Resisted by Dodge, overcome by FOR; Ranged, Accurate 4, Indirect 4, Subtle
                * Dry Out (Transform 7) - Wet/moist objects to Dry Objects + water (2p/r); Perception, Continuous, Subtle
                * Water Blast (Damage 8) - Ranged, Multiattack, Accurate 6, Indirect 4, Precise, Subtle
                * Water Saw (Damage 4) - Ranged, Sustained, Penetrating 4, Accurate 8, Indirect 4, Precise, Subtle
                * Water Snare (Affliction 8) - Hindered, Immobile, Paralyzed; Resisted by Dodge, overcome by STR; Sustained, Instant Recovery, Accurate 6, Indirect 4, Precise, Subtle

                Total Powers: 104pp.
                DESCRIPTION: Reclusive and reserved, Amanda managed to keep her powers hidden pretty much all her life. She did revel in them secretly, and learned to control them to an astonishing degree of precision. But she wanted nothing to do with capes, or any of the nonsense that came with it... she much rather preferred to quietly read or solve complex math problems off on her own, not really caring how stereotypically "geeky" it seemed. And then Dynox found her....

                Now, she's the one hosted psychic who actually doesn't WANT another body (although Pete insists it'll have to happen eventually.) In fact, she's often reluctant to even be "let out," although she doesn't at all mind giving advice and opinion alike from safely within the realm of Conduit's mind.

                Her hydrokinesis is almost unparalleled. She can sense water from enormous distances, and have it rush to her aid, for use as a tool, as a shield, as material for creating constructs harder than steel, or even as a weapon, accurately bludgeoning or slashing targets as needed. And while opponents see the water move, there's no (visible) sign that she's the cause.
                Motivation: Intellectual Stimulation
                It's the intellect that really brings Amanda out. If it's a mental challenge, some sort of puzzle, or simply something interesting in a scientific or "geeky" way, it'll motivate her.
                Power Loss: Lack of Water
                Amanda cannot actually create water; she must draw it from the environment to use. While this is not normally a problem, considering she can sense water for quite a distance, she may have to wait a round or two for distant water to arrive. On rare occasions, she may be in an environment where no water is nearby (or what little water there is evaporates as quickly as it appears.)
                Quirk: Reclusive
                Amanda is reclusive (and just a little timid,) actually preferring to not be "out," so she can think and ruminate on things in relative safety and quiet. As such, she usually expresses reluctance to get active, and when she is let out, sometimes returns control back to Conduit prematurely.
                SUMMARY: Abilities 26 + Powers 104 + Advantages 3 + Skills 14 + Defenses 3 = 150pp
                Last edited by Rush; 08-30-2016, 08:50 PM. Reason: Correcting cost for Dry Out
                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


                • #23
                  Re: Rush's Characters (new: Conduit)

                  CONDUIT'S ALTERNATE PERSONALITIES

                  VECTOR
                  STR
                  STA
                  AGL
                  DEX
                  FGT
                  INT
                  AWE
                  PRE
                  1
                  1
                  1
                  2
                  2
                  1
                  3
                  2
                  PERSONAL

                  Name: Josh Williamson
                  Height: 5ft. 10in.
                  Weight: 185lbs.
                  Hair: Black
                  Eyes: Brown
                  Age: 25
                  Sex: M
                  OFFENSE

                  Initiative +1
                  Psychokinesis
                  * Damaging
                  * Perception (DC 25)
                  Unarmed +2 (DC 16)
                  Throw +2 (DC 16)
                  Grab +2 (DC 11)
                  DEFENSE

                  Dodge 1 (+10/2)
                  Parry 0 (+10/2)
                  Toughness (+10/9)
                  Fortitude 0 (+1)
                  Will 2 (+5)




                  Total Defense: 3pp.
                  ADVANTAGES: Defensive Roll
                  Total Advantages: 4pp.
                  SKILLS: Deception 2 (+4), Expertise: Business Law 2 (+3), Expertise: Pop Culture 2 (+3), Insight 5 (+8), Perception 3 (+6), Persuasion 4 (+6), Sleight of Hand 4 (+6)
                  Total Skills: 11pp. (22 ranks)
                  POWERS:

                  Alternate Personalities (Feature 8)

                  Psychokinesis (Move Object 10) - Damaging, Perception Range, Burst Area, Selective

                  TK Flight 12 - Affects Others, Burst Area, Selective

                  Reactive Shield (Container)
                  * Enhanced Dodge 8 - Reaction: Whenever attacked (+1p/r), Custom Flaw: Instant Only (-1p/r)
                  * Enhanced Parry 8 - Reaction: Whenever attacked (+1p/r), Custom Flaw: Instant Only (-1p/r)
                  * Protection 8 - Impervious, Reaction: Whenever attacked (+1p/r), Custom Flaw: Instant Only (-1p/r)

                  Total Powers: 109pp.
                  DESCRIPTION: Josh is a good-natured, fun-loving guy who was blessed with superpowers. Between getting to deliver smackdowns to bad guys and getting to charm the ladies with his exploits, he had a relatively good life. He joined up with the team that took the fight directly to Dynox, and despite his incredible power, he was unable to prevent the villain from destroying his body.

                  Now, while his current situation occasionally depresses him, he refuses to lose his cheerful approach to life, and throws himself into situations with enthusiasm whenever Pete lets him out.

                  It's Josh's incredible level of power that's the problem. He's so strong that he literally radiates his power just through standing still, and other psychics with any sort of psychic sense can instantly detect him. Moreover, his power level seems to interfere every time an attempt has been made to transfer him to a new host body. So far, anyway. Still, it's this unbridled psychokinesis that allows him to be an invaluable asset to Conduit, and he's grateful enough to know not to be too upset over it all.
                  Motivation: Justice
                  As Vector, Josh was a successful superhero with a strong sense of justice. He makes it a point to try to steer Conduit toward rectifying any injustice they come across.
                  Addiction: Women
                  ​Josh is quite the lady's man, and goes out of his way both to interact with and impress females (the better looking, the more effort he applies!) Also finds himself somewhat reluctant to attack females.
                  Quirk: Radiates Power
                  Josh is a rather powerful psychokinetic, so much so that not only does his power manifest visibly as a pinkish glow, but even without using his power, anyone able to detect psionic/psychic energies can tell he's nearby whenever he's "out."
                  SUMMARY: Abilities 26 + Powers 109 + Advantages 1 + Skills 11 + Defenses 3 = 150pp
                  Last edited by Rush; 09-27-2016, 01:45 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


                  • #24
                    Re: Rush's Characters (new: Conduit)

                    CONDUIT'S ALTERNATE PERSONALITIES

                    THE ALCHEMIST
                    STR
                    STA
                    AGL
                    DEX
                    FGT
                    INT
                    AWE
                    PRE
                    1
                    1
                    1
                    1
                    1
                    3
                    2
                    4
                    PERSONAL

                    Name: Deven Carpenter
                    Height: 5ft. 9in.
                    Weight: 160lbs.
                    Hair: Black
                    Eyes: Grey
                    Age: 26
                    Sex: M
                    OFFENSE

                    Initiative +1
                    Disintegrate Percept.
                    * (DC 20 Fortitude, DC 25)
                    Explosion Area (DC 25)
                    Ground Sink Area (DC 20)
                    Bodily Assault Percept.
                    * (DC 20 Fortitude)
                    Poison Gas Area (DC 20)
                    Spont. Combust.
                    * Perception (DC 25)
                    Transmute Percept. (DC 20)
                    Unarmed +1 (DC 16)
                    Throw +1 (DC 16)
                    Grab +1 (DC 11)
                    DEFENSE

                    Dodge 0 (+6/1)
                    Parry 0 (+6/1)
                    Toughness (+14)
                    Fortitude 0 (+1)
                    Will 6 (+8)




                    Total Defense: 6pp.
                    ADVANTAGES: Fearless
                    Total Advantages: 1pp.
                    SKILLS: Athletics 0 (+1), Deception 0 (+4), Expertise: Chemistry 3 (+6), Insight 2 (+4), Intimidation 4 (+8), Investigation 1 (+4), Perception 4 (+6), Persuasion 0 (+4), Stealth 0 (+1)
                    Total Skills: 7pp. (14 ranks)
                    POWERS:

                    Alternate Personalities (Feature 8)

                    Transmutative Defenses (Container)
                    * Enhanced Dodge 5
                    * Enhanced Parry 5
                    * Protection 13 - Sustained

                    Psychic Transmutation (Array)
                    * Create Objects (Create 10) - Continuous, Perception, Innate
                    * Disintegrate (Linked Effects)
                    - - Damage 10 - Perception
                    - - Weaken 10 - Affects Toughness, Resisted by FOR; Affects Objects, Perception
                    * Explosion (Damage 10) - Burst Area 2, Custom Extra: Can Shrink Area to 30ft. radius (+1p/r), Perception
                    * Ground Sink (Affliction 10) - Hindered, Immobile, Paralyzed, Resisted by Dodge, overcome by STR; Cumulative, Burst Area 2, Perception, Selective
                    * Bodily Assault (Damage 10) - Alternate Save: FOR, Burst Area 2, Perception, Selective
                    * Poison Gas (Affliction 10) - Impaired, Stunned, Incapacitated, Resisted by Dodge, overcome by FOR; Concentration, Cloud Area 2, Cumulative, Perception
                    * Spontaneous Combustion (Damage 10) - Burst Area 2, Perception, Selective
                    * Transmute (Transform 10) - Anything non-living to anything non-living (4p/r); Continuous, Perception

                    Total Powers: 108pp.
                    DESCRIPTION: Deven's background isn't quite as trouble-free as the others. He actually used to be a rather vicious villain himself, The Alchemist, and he had some pretty strong sociopathic tendencies that haven't really faded over the last two years. He was part of a four-man crew when his "partners" handed him over to Dynox; and no, he hasn't forgotten.

                    Of course, Deven would love to take any reasonable body he could, but Pete (and the others who defeated Dynox) decided it might be best to keep him contained for a while, since, well, he was a villain, and he remains somewhat unpredictable. When and how he is to be finally dealt with is still up in the air.

                    Deven has the psychic ability to alter matter on the atomic level, literally transmuting material at a glance, even pulling new substances from thin air. What's more, he's smart enough to use this ability to devastating effect, and frequently does so whenever he gets the chance... which is why Pete rarely lets him out. Not that Deven minds too terribly, he knows he's been played a poor hand. But he is definitely biding his time until he can finally act freely.
                    Motivation: Freedom & Vengeance
                    Deven longs to be free, back in a body, doing whatever he wants. He knows that only Pete (or another strong telepath) can make that happen, so he carefully straddles the line between being a nuisance and being important enough to keep around. And for those who gave him to Dynox? Their days are numbered.
                    Collateral Damage
                    Deven's powers tend to cause collateral damage. And Deven tends not to care, often causing issues for the rest of Conduit and his allies. A Hero Point may be suitable should this seriously hinder them.
                    Bad Attitude
                    Deven is easily irritable, lacking in empathy, and has a mean streak. This all translates to being a general nuisance. However, he gets the job done (when it comes to protecting himself and destroying things,) so while he's often content to "stay inside," his attitude also means that when he wants to "come out," he lets Conduit know in no uncertain terms.
                    Power Loss: Material
                    Some of Deven's powers require suitable material nearby to be effective; being in a vacuum limits him, and being underwater may blunt some of the effects of powers like Explosion as he has to create less-efficient compounds that can act similarly in water.
                    SUMMARY: Abilities 28 + Powers 108 + Advantages 1 + Skills 7 + Defenses 6 = 150pp
                    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


                    • #25
                      Re: Rush's Characters (new: Conduit)

                      I waiting for continue!
                      My imaginery Eyes see this - on CW channel!
                      "I warned you not to mess with the timeline, Barry" - Harryson Wells (Flash Season
                      "I am not fighting pops, I standing up for something" - Wildcat III (Kingdom Come)
                      "Give me a sword, I'll win this war for you." - Madmartigan (Willow, movie)
                      You are Australian. We're impossible to kill - Frederick Bishop (Battlefield 1)

                      Comment


                      • #26
                        Re: Rush's Characters (new: Tokleph)

                        Moving Tokleph here as I intend to add some (hopefully) interesting supplemental material for him. Background and Complications will be in a second post, due to post word-limit; supplemental material will follow.



                        TOKLEPH
                        (`tȯ-klef)

                        Diplomatic alien prince wielding the Sword of Ko'Chet

                        PL 10 (150pp)
                        Real Name: Prince Tokleph g'Tran no Ko'Tando
                        Occupation: Royalty (Prince), Diplomat
                        Height: 5ft. 9in. Weight: 175lbs.
                        Skin: Pale Hair: Dark Blue Eyes: Silver-Blue
                        Age: 21 (relative Earth age), 18 (actual Earth years) Sex: M

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

                        ADVANTAGES
                        Benefit: Wealth 1, Close Attack 6, Danger Sense (Vision), Equipment 1, Eidetic Memory, Improved Critical 2 (Sword Strike), Improved Initiative, Ranged Attack 10, Well-Informed
                        Italicized Advantages are from devices & powers

                        Equipment:
                        Universal Translator (4ep)
                        Air Mask (Rebreather) (1ep)


                        SKILLS
                        Athletics 2 (+4), Close Combat: Swordplay 2 (+4), Deception 2 (+3), Expertise: Commerce & Trade 5 (+6), Expertise: Diplomacy 3 (+4), Insight 2 (+6), Intimidation 0 (+1), Investigation 3 (+4), Perception 2 (+6), Persuasion 11 (+12), Technology 2 (+3) - 34 ranks total

                        POWERS

                        Levitation Ring (Device) - 16pp
                        Object Levitation (Move Object 6)
                        Perception Range, Subtle, 3200lbs capacity

                        AE: Self-Levitation (Flight 6)
                        Continuous, Subtle, 120mph (1800fpr)
                        Force Field Belt (Device) - 16pp
                        Skin-Tight Force Field (Protection 6)
                        Impervious, Continuous, Subtle

                        AE: Expansive Force Field (Protection 6)
                        Affects Others, Burst Area, Subtle
                        Ko'Tando Royal Garb (Device) - 4pp
                        Environmental Protection (Immunity 5)
                        All Environmental Conditions
                        Sword of Ko'Chet (Device) - 24pp
                        Adaptation (Variable 1)
                        Reaction: Whenever struck by non-kinetic energy attack

                        Sword Parry (Enhanced Parry 2)

                        Sword Strike (Strength-Based Damage 8)
                        Affects Insubstantial 2, Improved Critical 2, Incurable, Penetrating 2, Precise

                        AE: Energy Blast (Ranged Damage 8)

                        AE: Energy Slash (Cone Area Damage 8)
                        Bionic Eye Implants (Container) - 36pp
                        Auto-Targeting System (Enhanced Ranged Attack 10) - 10pp

                        Close Combat Assist (Enhanced Close Attack 6) - 6pp

                        Data Displays (Enhanced Trait 2) - 2pp
                        Eidetic Memory, Well-Informed

                        Extra Senses (Senses 3) - 3pp
                        Direction Sense, Infravision, Time Sense

                        Incoming Indicator (Enhanced Trait 14) - 14pp
                        Dodge 8, Parry 6

                        Threat Detector (Senses 1) - 1pp
                        Danger Sense (Vision)

                        OFFENSE
                        Initiative +4
                        Object Levitation (Perception) (DC 21)
                        Sword Strike +10 (DC 25) (Crit 18-20)
                        Energy Blast +10 (DC 23)
                        Energy Slash (Cone Area) (DC 23)
                        Unarmed +8 (DC 17)
                        Grab +8 (DC 17)
                        Throw +10 (DC 17)

                        DEFENSE
                        Dodge 2 (+10/2)
                        Parry 0 (+10/2)
                        Toughness (+8) (Impervious 6)
                        Fortitude 4 (+6)
                        Will 4 (+8)

                        POWER POINTS
                        Abilities 24 + Advantages 3 + Skills 17 + Powers 96 + Defenses 10 = 150
                        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


                        • #27
                          Re: Rush's Characters (new: Tokleph)

                          TOKLEPH


                          BACKGROUND

                          Tokleph is a young prince of the small, prosperous planet of Kolaar, the second of four sons of King Tando. Well, he was. Maybe is. Tokleph wasn't raised to rule on the throne, being only the second oldest, but was groomed from an early age to be skilled in negotiations, particularly with commerce and trade. Several months ago, while out on a mission to negotiate a trade treaty with a friendly planet, he was kidnapped by bandits with unclear motives. He narrowly escaped days later, but upon return, found his planet... just gone. Fortunately, he had his diplomatic skills, a few contacts, and a few well-funded bank accounts (not to mention the expensive accessories the royal family wears normally) to get by. And, curiously, he found his father's powerful battle sword, the Sword of Ko'Chet, aboard the ship he escaped from. So now, while still continuing to try to represent his planet's interests, he searches for clues to its disappearance, and to the mystery of his abduction.

                          HERO SPECIFICS

                          While Tokleph is no seasoned war vet, he did go through a year of military training, and as a matter of royal principle is in good shape and has basic self-defense and survival skills. Additionally, the royal family secretly implants bionic modifications to their eyes to give them a covert edge should confrontations arise. Finally, between his personal devices (common to his planet) that can be repurposed for offense and defense, and the Sword of Ko'Chet, which has been in his family for generations, he can hold his own even on some of the less civilized planets of the galaxy.

                          Tokleph also has experience in negotiations and diplomacy, and is a natural when it comes to securing deals. His confidence, respectful and helpful demeanor, and skills in persuasion and dealmaking have gotten him out of as many tough situations in the last several months as his fighting ability (which was usually on those occasions when his regal bearing was a liability rather than an asset.)

                          Of particular importance, the Sword of Ko'Chet is a master-crafted blade, designed with energy-collecting microstructures. It can literally absorb energy directed at it, storing it for several releases of the same energy. It works with virtually all non-kinetic energy: electricity, light, strong heat, cold, bioenergy, cosmic energies, even psionic energy (although, sadly, it's only capable of releasing psionic energies as a physical force.) Once it has adapted to a particular form of energy, it remains immune to it. However, it can only adapt so quickly; should a different form of energy be directed at it after it has just adapted, it will be unable to absorb the new form.

                          Note: A brief overview of Tokleph's swordplay can be found in the following post.

                          COMPLICATIONS

                          Honor
                          As a noble, Tokleph has a regal bearing, manners, and a strong code of honor. He understands not everyone else has it, but also feels that it is what sets him apart. His word is his bond.

                          Motivation: Justice
                          Tokleph's sense of justice may be high-level, detached and somewhat abstract, but is still strong. In particular, injust systems and arrangements, especially over those who have no say, tend to generate a very strong desire to interfere.

                          Motivation: Search for Home
                          Tokleph has, literally, lost his home. After escaping from his kidnappers, he found that his entire home planet has disappeared. He now searches for clues to what happened, and possibly how to return his family, his people and his planet

                          Quirk: Proper
                          Tokleph isn't soft; his training keeps that at bay. However, he still is a prince, and tends to act formally, and often quite... proper, compared to people of lesser stations. Often this is taken in stride, but sometimes it causes social conflict.

                          Power Loss: Energy Attacks
                          The Sword of Ko'Chet is an incredible blade, capable of harmlessly absorbing incoming energy to protect the wielder, then releasing the same type of energy. However, the wielder (Tokleph) has to be struck by an energy attack before the sword can release energy, and even then it is limited to only a few releases unless the wielder is struck again.

                          Quirk: Hand Movements Required
                          While Tokleph's Levitation Ring is subtle, it isn't psychic, and requires at least subtle hand gestures to indicate activity. These gestures can be small, and can be concealed behind a back or under a table. But they must be present to use the Ring, and this may reveal to an enemy what is going on. If Tokelph's hands, fingers and wrists are bound, he cannot use the ring at all.

                          Responsibility
                          As a prince, the second son of the King of Kolaar, Tokleph has a responsibility to his people, both to find them and to take care of them. Moreover, as the son tasked with diplomatic duties, he must always consider his actions as a representative of his home world
                          Last edited by Rush; 11-28-2016, 09:27 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


                          • #28
                            Re: Rush's Characters (new: Tokleph)

                            TOKLEPH'S SWORDPLAY

                            (The Swordplay of Kolaar)

                            Swordsmanship as practiced on Kolaar is traditionally broken down into a number of styles, each of which is a (usually) distinct collection of stances, forms, techniques, movements and even strategies and principles. As a royal, Tokleph was trained in swordsmanship: in Ok'lan, in Nemayok, and to lesser degree even in other styles.

                            Here you'll find a brief overview of several of the more central styles of Kolaar swordsmanship.


                            OK'LAN
                            "The Basics"
                            Example Techniques: Primary Block, Primary Thrust, Twin Suns, Harvest n'Treph, The River Ket'laar
                            Summary: This is a gradually-developed collection of the basic forms, holds and stances of Kolaar swordplay; the very basics taught to all swordsmen. While some of these forms would be routinely practiced during any rigorous training regimen, few are actually used competitively once more advanced styles are learned. Mechanically, no Maneuvers allowed during use.
                            NEMAYOK
                            "Swordfighting"
                            Example Techniques: Soldier's Strike, Maiden's Twist, The River Ket'laar in Winter, Revelries, Ride the Ak'rat
                            Summary: This is basically straightforward sword-vs-sword technique. It is the central style, with great depth and breadth, and numerous sub-variants. Any Kolaar swordsman worth his pay will know all the core elements and several additional stances and techniques from this style; the more experienced will likely specialize in one or more sub-variants. (One sub-variant chosen by many tactical swordsmen, The Toy Sword, focuses on combat against shorter swords, and is a relatively easy target for the Et'miph style to transition to.) Mechanically, any single Maneuver may be performed during style use. Toy Sword tends to use Power Attack.
                            TANJ'ET
                            "The Dance"
                            Example Techniques: Lance of Heaven, The Cheph Blooms, Mother's Embrace, A Hero's Pride, Kolaar's End
                            Summary: Primarily used for katas, demonstrations and ceremony, this flashy style is wild and highly symbolic, and flows well to Kolaar folk music. Despite the apparent wildness of it, the stances and actual motions are rather simple and predictable--fairly useless in real combat. It's used by most swordsmen when they are called upon to demonstrate their ability but don't wish to reveal anything of actual importance. To that effect, practically all swordsmen are made to learn elements of it (typically against their will if the students are young males,) although most only learn one or two aspects. Mechanically, may perform either the Defensive Attack or Accurate Attack Maneuver, or both, during style use.
                            ET'MIPH
                            "Short Reach"
                            Example Techniques: Widen the Chasm, Cross the Chasm, Fill the Chasm, The Flock Scatters, Glass Arrow
                            Summary: Just as it sounds, this style is designed to deal with opponents wielding short weapons. Curiously, it also incorporates the handling of unarmed opponents by treating them as if their fists were extremely-short ranged weapons. The techniques of this style frequently involve creating and forcing just enough distance for optimum performance. Mechanically, may perform the Defensive Attack and Power Attack Maneuvers together, or just Defensive Attack, during style use.
                            ET'PHO
                            "Short Time"
                            Example Techniques: Pho-an (Time of Youth), Chet (a specific ancient king), Keph (Virility), Trok (slang; effectively, "bitch-slap")
                            Summary: A risky (some would say reckless) style that has a singular emphasis on speed and quick, devastating attacks. It's only intended for use when defense is either not necessary or not an option; when the opponent is clearly of a low-enough threat level as to be easily handled by the style; or when there are numerous opponents and one's only real hope of survival is to quickly improve the odds. Stances are open, fluid and mobile, while techniques involve plenty of dashing, thrusts and deceptively quick setups. Over the last hundred years has been modified somewhat to allow for rapid and easy transition to the Et'miph style once high vulnerability becomes too great a liability. Note that while Et'pho is greatly enhanced by having high precision, it doesn't actually itself focus on accuracy; many of its techniques are designed to make use of quick-responding gross motor skills to reduce the actual mental workload the style requires. Mechanically, MUST perform both the All-Out Attack and Power Attack Maneuvers during style use.
                            CLOSTROBIUS
                            N/A (Foreign)
                            Example Techniques: Omotria, Duomotria, Levol, Woc, Oobuvoo
                            Summary: Introduced by a foreigner to Kolaar, this style isn't as well-developed but has it's particular niche: close quarters. It incorporates stances and techniques useful in crowded areas, for narrow hallways, and anywhere else space is lacking. Typically, the sword is held with one hand, while the other remains in contact with a safe portion of the blade. The techniques primarily revolve around creating (usually vertical) slices close to the swordsman as opposed to using wide swings or even thrusts; the stances focus heavily on tight half-spins and short step-pivots. Mechanically, MUST perform both the Accurate Attack and All-Out Attack Maneuvers during style use.
                            AKRONA
                            "Hypotheticals"
                            Example Techniques: Layers of Space, The Sword Teleports, Relative Time, Crystallize, Anticipate the Mind
                            Summary: An odd-looking, difficult-to-master style, this one has been honed over thousands of years to deal with all manner of strange and unusual weaponry and tactics. It's stances and techniques tend to be very flexible, fluid and adaptive; many of its techniques are designed primarily around general principles rather than specific motions, to allow effective reactions to weapons or circumstances that have not been encountered by the style. It includes a solid set of techniques to handle projectile/ranged weapons. Mechanically, tends to include performance of the Defensive Attack and Accurate Attack Maneuvers during style use, although any Maneuver may or may not be performed as appropriate.
                            WO'YOK
                            "The Dual Swords"
                            Example Techniques: Swing the Babes, Offense-is-Defense-is-Offense, The Giant's Sword, Legato, Head and Belly
                            Summary: A rare, not-fully-developed style focusing on the simultaneous usage of two swords, or at least a sword and another blade or short-staff that can stand in for a sword. Oddly enough, many of the Wo'yok techniques can be expanded to deal with handling three or more swords; aliens with more than two arms are among those who seek out teachers of this style. Mechanically, any combination of Maneuvers may be performed during style use.
                            OK'LAN-KO
                            "The Royal Basics"
                            Example Techniques: ???
                            Summary: A collection of techniques, modifications and strategies specifically designed for any Kolaar royalty once they have started learning some of the Nemayok style. It relies on the bionic eye implants that Kolaar royalty secretly have to cover its weak spots, and incorporates techniques and motions to make use of swords capable of channeling energy. By royal decree, its use is forbidden if any experienced swordsman (who is not Kolaar royalty) will witness it and live.
                            Last edited by Rush; 06-01-2017, 09:03 AM. Reason: Added mechanical translation of some of the styles
                            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


                            • #29
                              Re: Rush's Characters (new: Krim)

                              Krim is one I felt compelled to completely stat out in a playable form. He's a PL10, early-career version of a PL-14 member of The Seven, the seven strongest heroes on Earth in our homebrew campaign. A cosmic energy paragon, his schtick is that he can access an internal source of cosmic energy, and direct it to one of five physical aspects (Strength, Durability, Speed, Energy, Mind.) This allows him to hide his true power when he balances the energy, or to reach full potential when he directs it all into a single aspect. Most of the below stats are for when he is in his "Balanced" state.


                              KRIM
                              Cosmic energy paragon with internal reserves

                              PL 10 (150pp)
                              Real Name: Jarred Dartmouth
                              Occupation: Former attorney
                              Personality: ESTJ - "The Executive"
                              Height: 5ft. 11in. Weight: 185lbs.
                              Hair: Black Eyes: Brown
                              Age: 25 Sex: M

                              ABILITIES
                              Strength 0 (+8), Stamina 0 (+8), Agility 0 (+6), Dexterity 0 (+6)
                              Fighting 0 (+8), Intellect 1 (+1), Awareness 0 (+8), Presence 0 (+0)

                              ADVANTAGES
                              Diehard, Interpose, Leadership, Move-by Action, Ranged Attack 2, Seize Initiative
                              Italicized Advantages are from powers

                              SKILLS
                              Athletics 2 (+10), Deception 6 (+6), Expertise: Business Law 5 (+6), Insight 4 (+12), Intimidation 4 (+4), Investigation 3 (+4), Perception 6 (+14), Persuasion 4 (+4), Stealth 0 (+6), Technology 1 (+2), Treatment 1 (+2) - 36 ranks total

                              POWERS

                              Cosmic Awareness (Senses 1) - 1pp
                              - Awareness: Cosmic (Mental)

                              Residual Enhancement (Container) - 87pp
                              Enhanced Strength 6
                              Enhanced Stamina 6
                              Enhanced Agility 6
                              Enhanced Dexterity 6
                              Enhanced Fighting 6
                              Enhanced Awareness 6

                              Cosmic Energy Discharge (Blast 6)
                              No Need to Breath (Immunity 2)
                              - Suffocation (All)
                              No Need for Sustenance (Immunity 1)
                              - Starvation & Thirst
                              Pulsar Energy Tap - Balanced Focus (Container) - 32pp
                              STR Boost (Enhanced Strength 2)
                              STA Boost (Enhanced Stamina 2)
                              FGT Boost (Enhanced Fighting 2)
                              AWE Boost (Enhanced Awareness 2)
                              Speed Boost (Enhanced Dodge 2)
                              Skill Boost (Enhanced Ranged Attack 2)
                              Discharge Boost (Blast 2)
                              - Stacks with Cosmic Energy Discharge
                              Falling Discharge (Movement 1)
                              - Safe Fall
                              Speed 4
                              - 30mph (500 ft/round)
                              AE: Leaping 4
                              - 120 feet at 30mph
                              AE: Swimming 4
                              - 8mph (120 ft/round)
                              AE: Pulsar Energy Tap - Full Strength Focus (Container) - 1pp
                              Empowered STR (Enhanced Strength 8)
                              - Quirk: Imprecise
                              AE: Leaping 8
                              - 1800 feet at 250mph in 3 seconds
                              Complementary STA (Enhanced Stamina 4)
                              Complementary Speed (Enhanced Trait 8)
                              - Dodge 4, Parry 4
                              AE: Pulsar Energy Tap - Full Durability Focus (Container) - 1pp
                              Empowered STA (Enhanced Stamina 8)
                              Complementary FGT (Enhanced FGT 4)
                              Complementary Speed (Enhanced Dodge 4)
                              Fists of Stone (STR-Based Damage 4)
                              AE: Pulsar Energy Tap - Full Speed Focus (Container) - 1pp
                              Empowered FGT (Enhanced Fighting 8)
                              Empowered Speed (Enhanced Dodge 8)
                              - Quirk: Not applicable when surprised
                              Empowered Run (Speed 8)
                              AE: Afterimages (Concealment 8)
                              - All Aural Senses, All Olfactory Senses, All Visual Senses; Limited: afterimages are visible
                              AE: Pulsar Energy Tap - Full Energy Focus (Container) - 1pp
                              Empowered Discharge (Blast 8)
                              - Stacks with Cosmic Energy Discharge
                              Flight 8
                              - 500mph (1 mi/round)
                              AE: Pulsar Energy Tap - Full Mental Focus (Container) - 1pp
                              Empowered AWE (Enhanced Awareness 8)
                              Empowered INT (Enhanced Intellect 4)
                              Complementary Skill (Enhanced Ranged Combat 8)
                              AE for Cosmic Energy Discharge (Burst Area Damage 6)
                              AE for Cosmic Energy Discharge (Cone Area Damage 6)
                              AE for Cosmic Energy Discharge (Create Constructs 6)
                              AE for Cosmic Energy Discharge (Affects Objects Weaken Toughness 6)

                              OFFENSE
                              Balanced
                              Initiative +6
                              Unarmed +8 (DC 23)
                              Grab +8 (DC 18)
                              Cosmic Energy Discharge +8 (DC 23)
                              Throw +8 (DC 23)
                              Strength Focus
                              Initiative +6
                              Unarmed +6 (DC 29)
                              Grab +6 (DC 24)
                              Cosmic Energy Discharge +6 (DC 21)
                              Throw +6 (DC 29)
                              Durability Focus
                              Initiative +6
                              Unarmed +10 (DC 21)
                              Grab +10 (DC 20)
                              Cosmic Energy Discharge +6 (DC 21)
                              Fists of Stone +10 (DC 25)
                              Throw +6 (DC 25)
                              Speed Focus
                              Initiative +6
                              Unarmed +14 (DC 21)
                              Grab +14 (DC 16)
                              Cosmic Energy Discharge +6 (DC 21)
                              Throw +6 (DC 21)
                              Energy Focus
                              Initiative +6
                              Unarmed +6 (DC 21)
                              Grab +6 (DC 16)
                              Cosmic Energy Discharge +6 (DC 29)
                              Throw +6 (DC 21)
                              Mental Focus
                              Initiative +6
                              Unarmed +6 (DC 21)
                              Grab +6 (DC 16)
                              Throw +14 (DC 21)
                              Cosmic Energy Discharge +14 (DC 21)
                              Cosmic Energy Explosion (DC 21) (Burst Area)
                              Cosmic Energy Flare (DC 21) (Cone Area)
                              Cosmic Energy Disintegration +14 (DC 21)
                              DEFENSE
                              Balanced
                              Dodge 0 (+8)
                              Parry 0 (+8)
                              Toughness (+8)
                              Fortitude 0 (+8)
                              Will 0 (+8)
                              Strength Focus
                              Dodge 0 (+10)
                              Parry 0 (+10)
                              Toughness (+10)
                              Fortitude 0 (+10)
                              Will 0 (+6)
                              Durability Focus
                              Dodge 0 (+6)
                              Parry 0 (+6)
                              Toughness (+14)
                              Fortitude 0 (+14)
                              Will 0 (+6)
                              Speed Focus
                              Dodge 0 (+14)
                              Parry 0 (+14)
                              Toughness (+6)
                              Fortitude 0 (+6)
                              Will 0 (+6)
                              Energy Focus
                              Dodge 0 (+6)
                              Parry 0 (+6)
                              Toughness (+6)
                              Fortitude 0 (+6)
                              Will 0 (+6)
                              Mental Focus
                              Dodge 0 (+6)
                              Parry 0 (+6)
                              Toughness (+6)
                              Fortitude 0 (+6)
                              Will 0 (+14)
                              POWER POINTS
                              Abilities 2 + Advantages 5 + Skills 18 + Powers 125 + Defenses 0 = 150

                              Background, Hero Specifics and Complications follow....
                              Last edited by Rush; 12-19-2016, 11:45 AM. Reason: Added link to Briggs-Myers personality profile
                              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


                              • #30
                                Re: Rush's Characters (new: Krim)

                                KRIM


                                BACKGROUND

                                Jarred was a background figure in his small community when he gained his superpowers as a result of being near an meteorite strike in the midwest. As a newly-married man, he was still in the beginning stages of a successful career and even had hopes for a family. He hadn't even discovered his powers when his daughter was conceived, but by the time she was born, he had come to realize the nature and extent of his abilities. Months later, after a chance encounter with a supervillain in a metropolitan area caused him to act, saving hundreds, he came to realize the nature and extent of his responsibilities. He agonized over the options with his wife, and they settled on what they felt was the best choice to keep them all safe and allow Jarred to fill the role that his still-growing powers were pushing him into: a separation. His wife and daughter moved to an undisclosed location, and Jarred became the full-time hero known as Krim. Years later, his powers have grown further, and Krim appears to be well on his way to being one of the greatest heroes of the cape community.

                                HERO SPECIFICS

                                Krim's costume is like that of a traditional paragon, with a white, black and red outfit, gloves and boots, a mask, and a cape. A well-respected member of the superhero community, he is even coming to be consulted on occasion by other capes as well as state and even federal governments.

                                Krim has access to a Cosmic Energy Reservoir of immense power, and typically, he keeps his tap into it open, and flowing freely, to balance out every aspect it would normally flow to. This is a somewhat deceptive tactic, however, as it causes Krim to appear (both to observation and detection devices) to be less powerful than he really is. That said, even when he stops tapping into the reservoir, the residual "overflow" from it makes him stronger, faster and more powerful than any normal man. A balanced tap bumps him up to bonafide superhero status. And choosing to direct the energy toward Strength, Durability, Speed, Energy or Mind allows him to focus on one aspect, usually for temporary feats (such as Flight) or to "rise to the occasion" as needed. He can even split the energy somewhat, devoting, say, some to Strength and some to Speed.

                                (Note: mechanically, this requires Extra Effort to stunt an alternate effect off of Pulsar Energy Tap; the Container created this way contains half of the traits from each of the two selected aspects that his energy is directed toward. In the case of Speed, this means that he cannot make use of Afterimages at half-focus, and in the case of Mind, it means the Create and Weaken alternate effects of Cosmic Energy Discharge are not available at half-focus. When splitting his energy this way, he cannot choose to direct some of the energy to one aspect, and the rest to be Balanced... he must choose two of the five target aspects. However, just as he can choose to turn off his tap completely, leaving only his residual power, he can choose to only access it at half-power, and direct the totality of the lesser energy to a single aspect, using it at half-focus.)

                                In battle, Krim tries to keep his energy tap balanced as often as possible, so that villains will underestimate him. This is usually compensated by covertly adjusting his focus mid-battle, even mid-action, to deliver attacks, blocks and tactics of unexpected power and utility. Of course, the smartest villains have figured out he adjusts his stats, but so far all are still completely in the dark in their estimates as to how much he can deliver even with that considered. And Krim's ace is that no one, not even his allies, knows he can direct energy into empowering his mind, an excellent tactic for subtle, behind-the-scenes maneuverings.

                                Complications follow...
                                Last edited by Rush; 12-19-2016, 01:21 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

                                Working...
                                X