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  • Yeomans's 3rd Ed Builds

    So Since I didn't have many, I'm just gonna repost most of my own build, then make new ones as they come.

    First:

    Megan Conner -PL 12

    Theme


    Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 9, Intellect 2, Awareness 4, Presence 5

    Advantages
    All-out Attack, Improved Critical: Blast 5, Improved Initiative, Luck 2, Power Attack, Ranged Attack 7, Ultimate Effort: Will

    Skills
    Acrobatics 2 (+4), Deception 6 (+11), Expertise: Cop Culture 2 (+4), Intimidation 7 (+12), Perception 4 (+8), Persuasion 11 (+16)

    Powers
    Blast: Blast 15 (DC 30)
    -Blast: Blast 10 (Alternate; DC 25; Multiattack0
    -Blast: Line Area Blast 12 (Alternate; DC 27; Line Area: 5 feet wide by 30 feet long; Reduced Range: close)
    -Create: Create 12 (Alternate; Volume: 32000 cft., DC 22)
    -Flight: Flight 15 (Alternate; Speed: 64000 miles/hour, 120 miles/round)
    -Healing: Healing 9 (Alternate; Persistent, Restorative, Stabilize)
    -Move Object: Move Object 15 (Alternate; 800 tons)
    -Snare: Snare 10 (Alternate; DC 20)
    -Strike: Strike 15 (Alternate; DC 30; Penetrating)
    Device (Easily Removable)
    -Enhanced Trait: Enhanced Trait 12 (Traits: Expertise +4 (+6), Expertise +4 (+6), Advantages: Improved Critical, Ranged Attack 7)
    -Senses: Senses 8 (Darkvision, Penetrates Concealment: Vision, Analytical: Vision, Tracking: Vision 1: -1 speed rank)
    Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
    Immunity: Immunity 10 (Life Support)
    Protection: Protection 13 (+13 Toughness)

    Offense
    Initiative +6
    Blast: Blast 10, +9 (DC 25) Multi Attack
    Blast: Blast 15, +9 (DC 30)
    Blast: Line Area Blast 12 (DC 27)
    Grab, +9 (DC Spec 10)
    Move Object: Move Object 15, +9 (DC 25)
    Snare: Snare 10, +9 (DC Dog 20)
    Strike: Strike 15, +9 (DC 30)
    Throw, +9 (DC 15)
    Unarmed, +9 (DC 15)

    Complications
    Destructive Savior: Megan goes out of her way to do everything she can save lives, but rarely cares about property damage, save when it would actually endanger people. As such, she tends to have a well deserved reputation for destroying everything in her way.

    Workaholic: Megan is a member or reserve member of several heroic organizations, and is usually on the go across the planet at any given point in time, to the point where she has little time for a personal life, and often drives herself to the point of exhaustion.

    Enemy: Dang Near Everyone: Due to her brusque many and tendency to shoot first the moment anyone declines an offer for surrender, Megan has managed to make enemies ranging from Doc Otaku to Istvatha V’han, the Empress of A billion dimensions.

    Defense
    Dodge 9, Parry 9, Fortitude 7, Toughness 15, Will 15

    Power Points
    Abilities 52 + Powers 83 + Advantages 6 + Skills 16 (32 ranks) + Defenses 23 = 180

    Description: A bit taller than average with slightly wavy, shoulder length brown hair. Megen usually dresses in black, slightly tattered dresses. Over this she generally wears a jacket with a stylized flaming skull on the back, and a pin with the insignia of the Green lantern Corps on the lapel.


    History: Megan was, as a girl, slightly shy and withdrawn, always feeling that her life was missing something. Her childhood was normal, and she had nothing to complain about, something just felt... off. As she grew older she became more and more bitter with what she felt was wrong with the world, and an inability to make any lasting changes. She did volunteer work throughout high school, but never felt she was really helping.

    After graduating high school she moved to Freedom City to attend Freedom City University. It was during her first semester there that she was approached by a talking cat. The cat, named Max, explained that he was supposed to have met her ten years previous to gift her with phenomenal magical powers.

    Max pressured Megan to show up for a Freedom League recruiting for new members and Megan was accepted into an auxillary group for a time. During this time Megan quickly came out of her shell and grew to love her powers, growing a tad overeager to use them, during which she gained the nickname “Sailor Beamspam" and a not undeserved reputation as one of Freedom Cities more violent (although not bloodthirsty) super-heroes.

    She slowly grew out of this, stopped dying her hair black, dropped her more sarcastic comments, stopped trying to hide her more geeky interests and though her reputation persisted, she came to like herself and her place in the world.

    Then she lost her powers, sacrificing them to save other heroes during a particularly nasty fight Though powerless Megan attempted to continue helping The Freedom League from the sidelines, though not a successful as she would wish.

    Then, while tagging along on a mission into deep space she was seperated from the League, left adrift in an escape pod. She spent two days drifting, alone, watching the lift support slowly fade. With only a few hours left her pod was found by Simon, last of the Green Lanterns.

    Simon took her with him on his next stop searching for the mythic Green Lantern, Mogo and the two explained their respective stories. Simon expressed a desire to help her with her power issues, and Megan a desire to help him rebuild the Green Lantern Corps. As such, Simon created a ring an battery for her. He spent several weeks giving her some basic training with the ring while they searched for Mogo, and then gave her a message explaining things to Earth's other resident Green Lantern before she returned home.

    As a Green Lantern on Earth she acted mostly as a member of the Los Dios Police Department. During which time she eventually regained use of her powers, the most likely cause attributed to temporary burn out due to overuse.

    After leaving she acted as an absent mentor figure to the newly formed Chicago branch of the Avengers, the team being bankrolled by her college friend and roommate, Lisa. Lisa' feelings for Megan would come out publicly during the groups visit to the Pirate Planet Xeron, which had been trapped in a pocket dimension (and which was home to the realm of Equestria). At the conclusion of which, Lisa and Megan left the group, remaining on Xeron while Megan helped Queen Celestia return the planet to the material universe. She has since returned to Earth.

    Personality: Megan tends to be direct and to the point. She's almost always give her opponents a chance to surrender, but the moment they chose to fight, she'll use overwhelming force to put them down.

    Abilities: Megan is a magical girl powered by Hope itself in some nebulous fashion. While she can apply this in a number of ways, and has shown the ablity to learn spells and techniques from other magic users, Megan tends to favor powerful energy bursts. Her device is Eternal Hope, a sentient techno-magical artifact, believed to be of Atlantean origin.
    Last edited by Yeoman; 12-11-2015, 06:59 PM.

  • #2
    Re: Yeomans's 3rd Ed Builds

    Charleen Brown -PL 12

    Theme
    PL 12

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

    Advantages
    All-out Attack, Attractive 2, Beginner's Luck, Close Attack 9, Connected, Contacts, Fearless, Improved Initiative 3, Jack-of-all-trades, Luck 4, Power Attack, Ranged Attack 6

    Skills
    Deception 7 (+11), Expertise: Other Worlds 4 (+12), Expertise: Science 8 (+16), Insight 9 (+9), Perception 8 (+8), Persuasion 7 (+11), Technology 4 (+12)

    Powers
    Bag of Tricks (Easily Removable)
    Variable: Variable 6
    Communication: Mental Communication 1 (psionic)
    Comprehend: Comprehend 2 (Languages - Read All, Languages - Speak All)
    Force Field Belt (Removable)
    Protection: Protection 9 (+9 Toughness)
    Goggles The Do Something (Removable)
    Immunity: Immunity 10 (Common Descriptor: Blindness)
    Senses: Senses 4 (Analytical (Type): Sight, Darkvision)
    Immortality: Immortality 15 (Return after 2 minutes; Custom: 9 Uses only)
    Immunity: Immunity 1 (Aging)
    Mind Reading: Mind Reading 1 (DC 11; Limited to Surface Thoughts)

    Offense
    Initiative +15
    Grab, +9 (DC Spec 12)
    Mind Reading: Mind Reading 1 (DC Will 11)
    Throw, +9 (DC 17)
    Unarmed, +9 (DC 17)

    Languages
    English

    Defense
    Dodge 12, Parry 12, Fortitude 11, Toughness 12, Will 13

    Power Points
    Abilities 46 + Powers 69 + Advantages 31 + Skills 24 (47 ranks) + Defenses 42 = 212

    Complications:

    Easily Distracted: Charli's mind works a mile a minute, and it's never really worked quite like anyone else and Charli can get distracted by seemingly innocuous things.

    That girl is just plain Wrong: Charli is more than a tad odd. Her mannerisms, speech and ideas will go place no sane person would.

    Responsibility: Family: With Novendecim, Charli has created a series of living machines that were intended to rescue her from a former captivity, and now they are spread across space and time, with Charli needing to take responsibility to find them and make sure they are okay.



    Novendecim-PL 12

    Theme

    Strength 15, Stamina 15, Agility 0, Dexterity 0, Fighting 8, Intellect 2, Awareness 5, Presence 7

    Advantages
    All-out Attack, Fast Grab, Improved Critical 4: Centurion Beam: Blast 15, Improved Grab, Improved Hold, Power Attack, Ranged Attack 9, Takedown

    Skills
    Expertise: Other Dimensions 4 (+6), Intimidation 2 (+15), Perception 4 (+9), Technology 8 (+10)

    Powers
    Centurion Beam: Blast 15 (DC 30)
    Blast: Blast 9 (Alternate; DC 24; Accurate 3: +6, Multiattack)
    Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
    Strike: Strike 15 (Alternate; DC 30; Penetrating 15)
    Cockpit: Feature 1
    Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
    Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Innate)
    Immunity: Immunity 11 (Aging, Life Support)
    Impervious Defense: Impervious Toughness 15
    Movement: Movement 9 (Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies, Time Travel 3: any time, 50 lbs.)

    Offense
    Initiative +0
    Blast: Blast 9, +15 (DC 24)
    Blast: Burst Area Blast 10 (DC 25)
    Centurion Beam: Blast 15, +9 (DC 30)
    Grab, +8 (DC Spec 25)
    Strike: Strike 15, +8 (DC 30)
    Throw, +9 (DC 30)
    Unarmed, +8 (DC 30)

    Languages
    Native Language

    Defense
    Dodge 9, Parry 9, Fortitude 15, Toughness 15, Will 9

    Power Points
    Abilities 56 + Powers 115 + Advantages 19 + Skills 9 (18 ranks) + Defenses 26 = 225

    Complications:

    Directive 01: Protect life: As a Centurion Machine, Novendecim's first and foremost function is the preservation of life.

    Pragmatist: However, given his age and long term view of things, he can come off cold and calculation on that front, willing, if not content, to let a world burn in order to save more life elsewhere.

    Reputation: As a Centurion Machine, Novendecim is known to many who travel time and space regularly. Some are happy to help, but there are many that would see him and his kind vanish.
    Last edited by Yeoman; 12-11-2015, 07:01 PM.

    Comment


    • #3
      Re: Yeomans's 3rd Ed Builds

      Stargirl - PL 11

      Theme

      Strength 5, Stamina 10, Agility 4, Dexterity 2, Fighting 7, Intellect 5, Awareness 2, Presence 3

      Advantages
      All-out Attack, Eidetic Memory, Improved Critical 2: Blast: Blast 14, Improved Initiative 2, Inventor, Luck 2, Power Attack, Ranged Attack 2, Ultimate Effort: Technology, Ultimate Effort: Toughness

      Skills
      Expertise: Science 5 (+10), Perception 9 (+11), Persuasion 2 (+5), Technology 10 (+15)

      Powers
      Friend to All Living Things: Comprehend 2 (Animals - Speak To, Animals - Understand)
      Gravitic/Spiral Generator
      -Blast: Blast 14 (DC 29; Accurate 2: +4)
      -Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
      -Move Object: Burst Area Move Object 10 (25 tons; Burst Area 2: 60 feet radius sphere; Limited Direction: Up And Down)
      -Move Object: Move Object 14 (400 tons; Accurate 2: +4)
      -Multiple Effects
      --Enhanced Ability: Enhanced Strength 9 (+9 STR)
      --Power-lifting: Power-lifting 12 (+12 STR for lifting)
      Immunity: Immunity 11 (Aging, Life Support)
      Protection: Protection 4 (+4 Toughness)
      Senses: Senses 1 (Analytical: Sight)

      Offense
      Initiative +12
      Blast: Blast 14, +8 (DC 29)
      Grab, +7 (DC Spec 15)
      Move Object: Burst Area Move Object 10 (DC 20)
      Move Object: Move Object 14, +8 (DC 24)
      Throw, +4 (DC 20)
      Unarmed, +7 (DC 20)

      Languages
      Native Language

      Defense
      Dodge 8, Parry 8, Fortitude 10, Toughness 14, Will 11

      Power Points
      Abilities 76 + Powers 54 + Advantages 14 + Skills 13 (26 ranks) + Defenses 14 = 171

      Complications
      Motivation: Protect Life: Directive 01: Protect and shelter all life.
      Directive 01a: Prioritize sentient life.

      Self Discovery: She seeks to learn who she is. As such, she will try nearly anything once, regardless of how poor a choice it may be.

      Spiral Madness: Using a Hero Point or the Power Attack/All out Attack combination forces Star to go beyond her limits and tap into her secondary Spiral Power generator, which requires her to tap into her emotions, which she really hasn't mastered. During this time she'll tend to overreact and, general, become fairly hot blooded.

      Weakness: Gravity Effects: Star's primary gravitic generator is not well shielded, and powers that manipulate gravity will leave her gravity power array at half effect.

      -Created by Charlene Brown and Novendecim during their exile in ancient El-Hazard as one of several probes to search out a way home for them, Stargirl landed outside the Bay City Sentinels compound and was, more or less, adopted by the team.
      Last edited by Yeoman; 12-11-2015, 07:01 PM.

      Comment


      • #4
        Re: Yeomans's 3rd Ed Builds

        Francine McCormick -PL 9

        Theme

        Strength 6, Stamina 12, Agility 0, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 0

        Advantages
        All-out Attack, Power Attack, Ultimate Effort: Toughness

        Skills
        Athletics 3 (+9), Intimidation 6 (+6), Perception 4 (+6), Technology 1 (+2)

        Powers
        Ax: Strength-based Strike 6 (DC 27)
        Giant Ax: Line Area Strike 9 (DC 24; Line Area: 5 feet wide by 30 feet long)
        --Ax Swing: Cone Area Strike 9 (Alternate; DC 24; Cone Area: 60 feet cone)
        --Ground Pound: Burst Area Strike 9 (Alternate; DC 24; Burst Area: 30 feet radius sphere)
        Immunity: Immunity 11 (Aging, Life Support)
        Puella Magic: Variable 2
        Regeneration: Regeneration 1 (Every 10 rounds; Persistent)
        Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

        Offense
        Initiative +0
        Ax Swing: Cone Area Strike 9 (DC 24)
        Ax: Strength-based Strike 6, +6 (DC 27)
        Giant Ax: Line Area Strike 9 (DC 24)
        Grab, +6 (DC Spec 16)
        Ground Pound: Burst Area Strike 9 (DC 24)
        Throw, +2 (DC 21)
        Unarmed, +6 (DC 21)

        Languages
        Native Language

        Defense
        Dodge 6, Parry 6, Fortitude 12, Toughness 12, Will 6

        Power Points
        Abilities 58 + Powers 57 + Advantages 3 + Skills 7 (14 ranks) + Defenses 10 = 135

        Complications:

        Magi Puella: As a Magi Puella, Francine is dependent on her soul gem. If it is destroyed, or carried more than a few hundred yards from her person and not quickly returned she will die. Further, if she uses too much of her power, she must cleanse her soul gem with grief cubes. Lastly, if she falls to deeply into despair, she will fade from existence.

        Enemy (Glorith): Her former teacher, Glorith used Francine in one of her schemes and Francine is determined to find and kill her, no matter how long it takes.

        Broken: Like most Magi Puella, Francine was tricked by the Incubators into becoming a magical girl, only to find this particular form has more in common with an undead abomination. She is not handling this well. Only her overriding goal of killing Glorith is allowing her to remotely keep herself going.

        Francine originates in 2032, where she is a student at the Avengers Academy, but has since taken up following a group of time travelers.

        Comment


        • #5
          Re: Yeomans's 3rd Ed Builds

          Clover Brown


          Strength 5, Stamina 9, Agility 4, Dexterity 2, Fighting 5, Intellect 5, Awareness 2, Presence 3

          Advantages
          All-out Attack, Eidetic Memory, Improved Initiative, Power Attack, Ultimate Effort: Toughness

          Skills
          Expertise: Science 5 (+10), Intimidation 7 (+10), Perception 9 (+11), Technology 5 (+10)

          Powers
          Immunity: Immunity 11 (Aging, Life Support)
          Move Object: Move Object 9 (12 tons; Accurate 3: +6, Improvised Weapon 9; Limited Material: Plants)
          --Healing: Healing 6 (Alternate; Persistent, Restorative, Resurrection, Stabilize; Limited: Plants Only)
          --Transform: Transform 10 (Alternate; Affects: 1 Thing > 1 Thing - Plants to larger plants., Transforms: 800 lbs., DC 20)
          Protection: Protection 3 (+3 Toughness)
          Senses: Senses 1 (Analytical: Sight)
          Speak with Plants: Comprehend 2 (Plants)

          Offense
          Initiative +8
          Grab, +5 (DC Spec 15)
          Move Object: Move Object 9, +8 (DC 20)
          Throw, +2 (DC 20)
          Transform: Transform 10, +5 (DC Dog 20)
          Unarmed, +5 (DC 20)

          Defense
          Dodge 6, Parry 6, Fortitude 9, Toughness 12, Will 9

          Power Points
          Abilities 70 + Powers 42 + Advantages 5 + Skills 13 (26 ranks) + Defenses 10 = 140

          Complications
          Motivation: Protect Life: Directive 01: Protect and shelter all life.
          Directive 01: Prioritize sentient life.

          Motivation: Order: Clover seeks to bring order to the world around her. As such, she will not only live by any rules, she will attempt to enforce them on those around her, down to the very letter.


          Another of those built by Charli and Novendecim, Clover is Centurion Machine number 106. While she has been found by her creators and is currently living at Avengers Academy, and making it a living hell for those around her, it's currently unknown where she ended up prior to being found by Charli.

          Most assume either she's rebelling against her mother and aunt's chaos, or she must have been raised by not only a strict disciplinarian, but someone so obsessed with order that Clover herself is but a pale reflection. This puts the smart money on either Minimus Ambus, or Gamagoori Ira.

          Comment


          • #6
            Re: Yeomans's 3rd Ed Builds

            And here's a remake of my character from the Time of Apes one shot. Shifting skills and points around a bit to create something more in line with her background. The adventure and playing January was fun. HOpefully I'll get to play her in a full campaign some time.



            January Winter; Lady Winter - PL 10Lady Winter - PL 10

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

            Advantages
            All-out Attack, Improved Critical 2: Ice Ball: Damage 12, Move-by Action, Power Attack

            Skills
            Athletics 4 (+6), Deception 4 (+6), Insight 6 (+8), Intimidation 5 (+7), Perception 4 (+6), Ranged Combat: Ice Ball: Damage 12 6 (+8)

            Powers
            Cold Never Bothered Me: Immunity 10 (Common Descriptor: Cold)
            Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
            Glamour: Feature 1
            Ice Ball: Damage 12 (DC 27; Increased Range: ranged)
            Create: Create 10 (Alternate; Volume: 1000 cft., DC 20; Innate)
            Ice Storm: Cone Area Damage 10 (Alternate; DC 25; Cone Area: 60 feet cone, DC 20)
            Incased in Ice: Cumulative Cone Area Affliction 8 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cone Area: 60 feet cone, DC 18, Cumulative, Extra Condition; Limited Degree)
            Sword of Ice: Damage 10 (Alternate; DC 25)
            Skin Like Ice: Protection 8 (+8 Toughness; Impervious)

            Offense
            Initiative +4
            Grab, +10 (DC Spec 12)
            Ice Ball: Damage 12, +8 (DC 27)
            Ice Storm: Cone Area Damage 10 (DC 25)
            Incased in Ice: Cumulative Cone Area Affliction 8 (DC Fort/Will 18)
            Sword of Ice: Damage 10, +10 (DC 25)
            Throw, +2 (DC 17)
            Unarmed, +10 (DC 17)

            Languages
            Native Language

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

            Power Points
            Abilities 48 + Powers 60 + Advantages 5 + Skills 15 (29 ranks) + Defenses 22 = 150


            Complications:
            Limited in Heat: The Effective Rank of January's powers are can be effected by extremely high heat.

            Champion of Winter: January has been given her powers to act as the Champion of the forces of all that which lives in cold. Winter Fey, Ice Giants, Ice Dragons, Ice witches, etc... She, however, wants nothing to do with it.


            January is attending college on a sport scholarship. Kendo of all things. Freshman year though has been a bit more hectic than she expected as she's been granted ice powers from creatures beyond this world. In which she had no choice. Just broke into her dorm room, covered everything in ice, laid down the law and vanished. Her roommate was NOT happy about everything being soaked when it melted.

            After a few accidents with her new abilities, January has taken to trying to some training to control them, and has experimented a little. It was during this she ended up involved in a couple super human battles. Pretty much just coming in to in case the villian in ice and then jet off on an ice slide, giving her a very minor reputation as a new mysterious local hero.

            Which January really isn't interested in either. She doesn't go looking for trouble, but she's also not about to stand by and let anyone get hurt.

            Comment


            • #7
              Re: Yeomans's 3rd Ed Builds


              Theme: Everything is Awesome!!!
              Atom Lass II - PL 9

              Strength -5, Stamina 3, Agility 0, Dexterity 0, Fighting 0, Intellect 5, Awareness 4, Presence 0

              Advantages
              Defensive Attack, Equipment 1, Evasion 2, Improved Initiative 2, Inventor, Languages 1, Luck (Improve Roll) 2, Power Attack, Ranged Attack 6, Redirect, Set-up 2, Skill Mastery: Technology, Taunt, Ultimate Effort: Technology

              Skills
              Deception 19 (+19), Expertise: Science 7 (+12), Perception 8 (+12), Technology 14 (+19), Treatment 2 (+7)

              Powers
              Device (Removable)
              Force Field Belt: Protection 3 (+3 Toughness)
              Rocket Pack: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
              Space Goggles: Senses 10 (Analytical (Type): Sight, Darkvision, Extended: Sight 2: x100, Penetrates Concealment: Sight)
              Device (Easily Removable)
              Blaster: Blast 10 (DC 25; Accurate: +2, Affects Insubstantial 2: full rank, Precise)
              Autofire: Blast 6 (Alternate; DC 21; Accurate 3: +6, Multiattack)
              Flash Ray: Dazzle 10 (Alternate; Affects Sense: Sight, Resisted by: Fortitude, DC 20; Accurate: +2)
              Stun: Cumulative Sleep 6 (Alternate; DC 16; Accurate 3: +6, Cumulative)
              Temporal Stasis Ray: Snare 6 (Alternate; DC 16; Accurate 3: +6)
              Wide Dispersal: Cone Area Blast 9 (Alternate; DC 24; Cone Area: 60 feet cone, DC 19; Reduced Range: close)
              Shrinking: Shrinking 20 (-5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size categories, -2 speed ranks; Atomic Size)
              Enhanced Trait: Enhanced Trait 20 (Alternate; Traits: Dodge +10 (+22), Parry +10 (+22))

              Equipment
              Shrunken Equipment 1

              Offense
              Initiative +8
              Autofire: Blast 6, +12 (DC 21)
              Blaster: Blast 10, +8 (DC 25)
              Flash Ray: Dazzle 10, +8 (DC Fort 20)
              Grab, +0 (DC Spec 5)
              Stun: Cumulative Sleep 6, +12 (DC Fort 16)
              Temporal Stasis Ray: Snare 6, +12 (DC Dog 16)
              Throw, +6 (DC 10)
              Unarmed, +0 (DC 10)
              Wide Dispersal: Cone Area Blast 9 (DC 24)

              Complications
              Fish Out of Water: Dina is new to Earth, and has little understanding of culture or idioms.
              Motivation: Thrill Seeker: Dina decided to come to Earth and be a costumed Adventurer becasue it sounded like fun.

              Languages
              English, Interlac

              Defense
              Dodge 12, Parry 12, Fortitude 9, Toughness 6, Will 9

              Power Points
              Abilities 24 + Powers 76 + Advantages 23 + Skills 25 (50 ranks) + Defenses 15 = 163

              Dina Digby is the younger sister of the Bay City Sentinel founding member Randa Digby, the first Atom Lass. When her sister returned home after having been marooned on Earth for months, Dina fell in love with the idea of being a costumed adventurer.

              Taking some of her sisters equipment, Dina snuck on-board one of the Interstellar Nursery Society Ships heading to Earth. As soon as she landed she headed to Bay City to join the Sentinels, only to find the team had disbanded. She was, however, found by the only member still living there, Stargirl, who took her to Afterthought, hoping she'd be able to contact the girl's sister, which she did.

              However, with the Lor still largely in disarray following Darkseid's attacks, it would take at least several months for anyone to get there, and so Dina was left in the Academy's care in the mean time.
              Last edited by Yeoman; 12-11-2015, 07:02 PM.

              Comment


              • #8
                Re: Yeomans's 3rd Ed Builds



                Yoiko Unryuu- PL8

                Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 4, Intellect 0, Awareness 0, Presence 1

                Advantages
                All-out Attack, Animal Empathy, Benefit, Status: Family Name, Benefit, Wealth (well-off), Chokehold, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Power Attack, Sidekick 17

                Skills
                Athletics 2 (+10), Close Combat: Grab 4 (+8), Expertise: Symo Pigs 10 (+10), Insight 3 (+3), Persuasion 7 (+8), Treatment 6 (+6)

                Powers
                Bandanas (Removable)
                Blast: Damage 5 (DC 20; Accurate 3: +6, Increased Range: ranged)

                Offense
                Initiative +2
                Blast: Damage 5, +8 (DC 20)
                Grab, +8 (DC Spec 18)
                Throw, +2 (DC 23)
                Unarmed, +4 (DC 23)

                Complications
                Where on Earth Am I Now?: Yoiko has inherited her Father's sense of direction and is pretty much incapable of finding her way anywhere on her own. To the point she can get lost inside a house.

                Doesn't know her own strength: Yoiko has also inherited her fathers massive strength and stamina, and doesn';t really comprehend how strong she is.

                Languages
                Japanese

                Defense
                Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 5

                Power Points
                Abilities 50 + Powers 10 + Advantages 29 + Skills 16 (32 ranks) + Defenses 15 = 120


                Yoiko is one of the Students for the Honnounji Academy Crinosverse game, the Daughter of Ryoga HIbiki and Akari Unryuu.

                Sidekick- Kasumi-san- PL 8

                Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 4, Presence 0

                Advantages
                All-out Attack, Animal Empathy, Improved Trip, Interpose, Move-by Action, Power Attack

                Skills
                Athletics 3 (+13), Insight 2 (+6), Intimidation 8 (+10), Perception 7 (+11)

                Powers
                Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
                Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

                Offense
                Initiative +0
                Grab, +6 (DC Spec 20)
                Throw, +0 (DC 25)
                Unarmed, +6 (DC 25)

                Languages
                Native Language

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

                Power Points
                Abilities 44 + Powers 11 + Advantages 6 + Skills 10 (20 ranks) + Defenses 14 = 85

                Complications: No hands: Kasumi-San is a pig

                Comment


                • #9
                  Re: Yeomans's 3rd Ed Builds

                  Cogwheel

                  Hunger
                  "In confusion, there is profit!"
                  PL 8

                  Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 3, Presence 5

                  Advantages
                  Fascinate (Persuasion), Languages 1, Well-informed

                  Skills
                  Deception 7 (+12), Insight 4 (+7), Investigation 7 (+7), Perception 6 (+9), Persuasion 7 (+12), Stealth 14 (+10), Technology 5 (+5)

                  Powers
                  Alt-mode
                  Morph: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
                  Speed: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)
                  Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate)
                  Immunity: Immunity 7 (Environmental Conditions (All), Suffocation (All))
                  Mechanoid Biology: Feature 1

                  Offense
                  Initiative +0
                  Grab, +6 (DC Spec 20)
                  Throw, +0 (DC 25)
                  Unarmed, +6 (DC 25)

                  Languages
                  English, Neo Cybex

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

                  Power Points
                  Abilities 52 + Powers 27 + Advantages 3 + Skills 25 (50 ranks) + Defenses 13 = 120

                  Complications:
                  Looks like a good place to lie low: Cogwheel is hiding out on Earth until some business that went bad with the Pirates Guild blows over. They, apparently, do not have a sense of humor.
                  This'll be the big one: Cogwheel just can't resist trying to make a deal with a sucker.

                  Background

                  Cogwheel is a nonaligned Cybrtronian. Instead of signing up with a side in The Great War, he hit the road. While everyone else tore the homeworld to pieces, he set about making a living selling things. Things that people needed, but more commonly, things they didn't need, but which he could convince them they did. used Starships, miracle cures, maps the galactic ley-lines, whatever he could manage.

                  And it worked for awhile. Cybertronians are longer lived than most species, the galaxy is a big place and most of his targets were locals. Most anyone that took exception would never find them in their life span. And then he got greedy. How was he supposed to know The Ravagers had just signed up with the Pirates Guild? Or that those creates had larval Brood in them? Obviously something got mislabeled.

                  So now he's on Earth. Planet has been making a reputation holding off non-local threats, and their adventuring community is remarkably willing to forgive a bot's past if he makes himself useful. Just need to lie low for a century or so...
                  Last edited by Yeoman; 12-11-2015, 07:02 PM.

                  Comment


                  • #10
                    Re: Yeomans's 3rd Ed Builds

                    yoiko's picture's busted

                    Comment


                    • #11
                      Re: Yeomans's 3rd Ed Builds

                      Originally posted by Kreuzritter View Post
                      yoiko's picture's busted
                      I know, but I can't remember what picture I used for her...

                      Comment


                      • #12
                        Re: Yeomans's 3rd Ed Builds

                        well, you could just go with "spitting image of her mother" and use akari's picture

                        that or a worksafe rule 63 ryoga

                        Comment


                        • #13
                          Re: Yeomans's 3rd Ed Builds

                          I take it the Yoiko you have currently on Google images isn't the redhead from Ranma?

                          Comment


                          • #14
                            Re: Yeomans's 3rd Ed Builds

                            Originally posted by Shadow Mask View Post
                            I take it the Yoiko you have currently on Google images isn't the redhead from Ranma?
                            considering that better describes ranma & akane's daughter from the same 'verse, probably not

                            Comment


                            • #15
                              Re: Yeomans's 3rd Ed Builds

                              Yeah, Yoiko's the Daughter of Ryoga and Akari Unryuu the Sumo Pig breeder. Ranma and Akane's kid is also in the campaign, but I mostly consider her to have the stats of a lower power Ranma (with a few extra tricks given the martial artists she grew up around).

                              Yoiko I wanted to have her own stats as she's at least a little different.

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