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  • Spectrum's Savebox

    Collecting my current PCs just in case something goes wrong with bringing everything over.

  • #2
    Ingrid Rowandottir

    Goldmax,

    It has been too many years since we have last spoken. Recently, I have heard through common friends that you are recruiting young people of talent for a cause. If this is true, my granddaughter may be of interest. I will warn you now that she is already Chosen and will not be yours. I will not tolerate last time again and will be keeping a wary eye upon your activities.

    Ingrid has made me very proud and does honor to her family. She is a smart girl, taking her dedication to work and study very seriously. While she will train with you, I will not allow interruptions. She is too important to her family and to the kindred for more errors like you have made in the past. She is well on her way to taking up her role as gythja. It is giving hope to us eldars that our future will be in good hands.

    She takes too closely after her Mother in one way. Her warrior spirit is strong and needs tempering through opportunity. She does not fear it but she does not have control over it yet either. It would do her good to work with other youth and work as a team rather than only within the kindred. There are some lessons that we cannot teach her that you may be able to. Those do not include the past mistakes.

    Visit us soon and meet with her. I just finished a batch of dark lager that I think that you’ll enjoy.

    Gram

    Originally posted by Brainstorming
    Some ideas, none written in stone in order to offer more creative fuel.

    Education:
    Magnate? Communal home school/ semi private?

    On the other hand, it would probably be good if she went to school with the other PCs. The whole an outsider, but not too much of an outsider- thing.

    Education is important- both academic and social. In any case,will probably have extra homework assigned from the family.

    Maybe chronically overcommitted (debate/drama/student council/sports/etc/etc/etc), lots and lots of acquaintances but few real friends outside of the kindred.

    The ‘ranch’:
    Old ranch, since the beginning of the city. Somehow is still on the outskirts of town?

    Stabling, training, breeding, large animal vet services, they house the local mounted police horses and do some charity work there too.

    Family/Kindred:
    5-6 families with some single people, a few from the local college

    Garm (grandfather): current leader but getting very old

    Rowan (Mother): deceased? Missing? She worked with Goldmax but Something horrible and foolish happened to her. Garm blamed Goldmax for it for many years but they have come to an understanding. The event happened when Ingrid was very young, only a few distant memories.

    She has at least two older brothers. One is away at college.

    A police officer is part of the group and is a follower of Tyr.

    Another member is a networking specialist.

    Is it too cliché to have a guy friend that they've know each other since diapers and things are getting awkward?

    Leadership gap between Garm’s group and the youth, middle aged are busy with their lives. People are already having high expectations that Ingrid will be the leader in two generations.

    Kept quiet- not really outsiders’ business. Would you allow a stranger to call your mother Mom? This can cause some misunderstandings and unpleasantness.

    Relationship with gods:
    Odinism is more about forging alliances with the gods, a give and take rather than Abrahamic Lord and servant.

    Gods are able to be more present with faith and fervor, a Swallowing between the two worlds. Ingrid somehow makes it even easier. The gods are more willing to help things happen when she helps people ask for them.

    Gods might actually show up but it will be extremely rare and plot related.

    Does the family extend into the world of gods?
    Ingrid Rowandottir - PL 8

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

    Advantages
    Animal Empathy, Attractive 2, Connected, Daze (Intimidation), Fascinate (Persuasion), Languages 1, Luck 4, Ritualist, Skill Mastery: Athletics, Startle, Well-informed

    Skills
    Athletics 4 (+10), Expertise: Academics 10 (+10), Expertise: Religion 10 (+10), Insight 4 (+10), Intimidation 5 (+10), Perception 4 (+10), Persuasion 5 (+10), Ranged Combat: Throw 6 (+6)

    Powers
    Shapeshifter: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph)

    True Faith: Feature 1

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

    Languages
    English, German

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

    Power Points
    Abilities 58 + Powers 12 + Advantages 15 + Skills 24 (48 ranks) + Defenses 10 = 119

    Bear Sark Form - PL 8

    Strength 10, Stamina 10, Agility 6, Dexterity 0, Fighting 0, Intellect -1, Awareness 6, Presence 0

    Advantages
    All-out Attack, Evasion, Improved Critical 4: Unarmed, Improved Initiative 2, Instant Up, Interpose, Languages 1, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Prone Fighting, Takedown 2, Uncanny Dodge

    Skills
    Acrobatics 4 (+10), Athletics 5 (+15), Intimidation 11 (+15), Perception 4 (+10)

    Powers
    Massive: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks; Innate)

    Shapeshifting: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph)

    Sharp Claws: Enhanced Trait 4 (Advantages: Improved Critical 4)

    Skin Like Iron: Impervious Toughness 10

    Strong legs: Leaping 3 (Leap 60 feet at 16 miles/hour)

    True Faith: Feature 1

    Unstoppable: Regeneration 3 (Every 3.33 rounds)

    Offense
    Initiative +14
    Grab, +0 (DC Spec 20)
    Throw, +0 (DC 25)
    Unarmed, +0 (DC 25)

    Languages
    English, German

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

    Power Points
    Abilities 30 + Powers 49 + Advantages 15 + Skills 12 (24 ranks) + Defenses 14 = 120
    Complications
    Accident: Clothing Damage: Her skin is hard as steel. Her clothing- not so much. A source of constant embarrasment.

    Accident: Clumsy: Control is an issue, things break around her.

    Motivation: Doing Good

    Prejudice: Her pagan faith (Odinism) has a bad reputation among some people. She wears her religious symbol openly.

    Responsibility: She's happy to be her gods chosen plaything.. She's also starting to come into her own as a religious leader.

    Comment


    • #3
      Jamie Jackson - PL 8





      True appearance, shh, its a secret.

      Strength 3, Stamina 8, Agility 8, Dexterity 0, Fighting 8, Intellect 0, Awareness 5, Presence 3

      Advantages
      Accurate Attack, Agile Feint, Attractive 2, Benefit, Ambidexterity, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Skill Mastery: Acrobatics, Trance, Uncanny Dodge, Weapon Bind

      Skills
      Acrobatics 7 (+15), Insight 5 (+10), Perception 5 (+10), Persuasion 7 (+10)

      Powers
      Danger sense: Senses 1 (Danger Sense: Vision)

      Extra Force: Strength-based Damage 5 (DC 23; Variable Descriptor: close group - Melee combat)

      Mimicry: Feature 1

      The Face I Wear: Morph 3 (+20 Deception checks to disguise; Broad group, Advantages: Attractive 2; Increased Action: move)

      Wire Fu
      . . Cat Steps: Concealment 1 (Sense - Hearing)
      . . Flying Grasshopper: Leaping 2 (Leap 30 feet at 8 miles/hour; Acrobatics Check Required)
      . . Natural Athlete: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
      . . Safe fall: Movement 1 (Safe Fall; Limited: Requires a nearby surface)
      . . Sure grip: Movement 2 (Wall-crawling 2: full speed)

      Offense
      Initiative +16
      Extra Force: Strength-based Damage 5, +8 (DC 23)
      Grab, +8 (DC Spec 13)
      Throw, +0 (DC 18)
      Unarmed, +8 (DC 18)

      Complications
      Enemy- martial arts rivals: Jamie keeps getting challenged to prove hir martial arts worthiness.

      Honor: Martial Artist: Jamie struggles to follow the Noble Eightfold Path- right view/ right intention/ right speech, right action, right livlihood, right effort, right mindfulness, right concentration

      Power Loss: Holding a consistent form requires an act of will, mental influence or inoxication can cause hir to loose coherence.

      Prejudice: Shapeshfiting freak

      Relationship: *Master Wu: After hir parents abandoned her, she was raised by Master Wu. Shi remains very fond of the old man and seeks his approval and guidance.

      Vanity/ insecurity: While generally a good, humble kid, Jamie can't keep from showing off, trying to look the most attractive or really let go in physical endeavors.

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

      Power Points
      Abilities 70 + Powers 32 + Advantages 12 + Skills 8 (24 ranks) + Defenses 3 = 125

      History: Jamie was the victim of yet another 'stage mom', being pushed into a hundred auditions and 'talent' shows, specializing in dance and gymnastics. Eventually, Jamie wasn’t willing to live that life anymore and started to rebel in little ways, little flubs or dawdling or costuming errors that cost big points.

      In the start, it was easier to convince hir mother to go along with dance or cheerleader training, after all, those activities could be useful in trying to get a part. Like many other things, it got harder as shi got older, insisting on wearing gender-inappropriate clothing and taking up more serious sports- like martial arts! Shi went searching for a teacher that would be willing to teach hir on hir meager allowance and time. Shi eventually came to study under Master Lee. It was a rocky relationship to begin, but eventually they came to agreements and the paternal guidance that shi was missing in hir ‘normal’ life.

      It was this relationship that saved young Jamie's life and sanity. Teenage years are hard for everyone, it’s harder when you're hopefully confused about your sexuality, disastrous when you're also a t-baby. Classic situation of getting serious on an early date, freaking out and … dissolving into a puddle of goo. This got the teenager disowned by hir very suddenly very conservative family, an outcast at school and on the edge of becoming another casualty to the horrors of being a teenager. It was only through the tough love of Master Lee that shi survived, making training so much more serious, both of the body and the spirit.

      Very recently, Master Lee has recognized that shi needs to get back into the wider world and has encouraged hir to apply both Claremont and to further hir relationship with the Albright Institute.

      Topics of discussion:

      Originally posted by On the frequency of shape-shifting
      A. I'm thinking that the most common forms will be a Pump Up the Volume Christian Slater and Missy Peregrym from Stick It. One of them is the natural form.
      B. While I want the transformations to have significance, I'd still want to have it as an opportunity for roleplaying. One of the themes will how form and function interplay.
      C. It's more likely that shi plays within genders rather than between them.
      D. With all of that- I'd still like to have the morph power be game useful, probably in terms of infiltration. Though there might be more creative uses.
      Originally posted by References

      Comment


      • #4
        Sally Salvage


        http://upload.wikimedia.org/wikipedi...cf/Jocasta.jpg

        Origin: Sally Salvage is a new hero, quite literally. Extremely recently (may not have even happened yet), during a super battle at a research facility, things went very wrong. Lives were lost and Projects to make for a better future were destroyed. However, like many other situations, this one has a silver lining. A new hero for the people of Freedom City has emerged, Sally Salvage. No one (including herself) is aware of her exact origin. Clues don't seem to lead much of anywhere, there were nanite (and even stranger) experiments going on, there were also several personnel that died with the first name of Sally (or Sal). What is known is that she so far has exhibited an insatiable curiosity and an innocent and infectious love for humanity.

        Originally posted by Tattooedman
        Originally posted by Spectrum
        I'm going through, working on making the below changes.

        What do you mean by 'urban materials'?

        As far as materials involved, I see her as somewhere between Junkpile and Dr. Metropolis. She's just as likely to be made up of car parts, junkfood wrappers and a doll's head as she is of concrete and rebar. I see her as an embodiment of the Japanese philosophy of gomi- repurposed and reused junk. The 'sum of her parts' is a manifestation of that, maybe 'accidently' she picks up a rear view mirror that she could use to blind someone, or a vacuum clear, or.. some other bizarre cast off item that she could find some use for.
        Well at first I was thinking along the lines of Dr. Metropolis, with urban materials being things like concrete, asphalt, glass, bricks, aluminum siding and whatnot, but now that you've explained a bit more I see where you were coming from. Why don't we call it Urban Waste and deal with it on a case by case basis as might comes up in game? I think once we've went over it a couple times in play things will become more clear for both of us.

        I haven't quite decided whether she was a scientist when she was 'alive'. She very well could have been. She could also have been a nanite hive or a strange project to replicate some of the other elementals. Or maybe she is alien? Or a spirit? She doesn't know. The Watchdog groups don't know either- and it makes them worried.

        Some of the other 'elementals' have started to take notice of her. What does she mean to Assembly or to Junkpile? For now at least, Dr Metropolis sees her as a younger sibling and for many folks, that might just be enough to give her the benefit of the doubt.
        Ok, that's fine. I'm good with a bit of character mystery that can be explored as the game goes on.
        Originally posted by Impervious
        A saving throw with this modifier is especially resistant. Any effect with a Save Difficulty modifier less than the Impervious save’s bonus is resisted automatically (that is, the saving throw automatically succeeds). So, for example, Impervious Toughness 8 automatically resists any Damage with a bonus of +7 or less. Penetrating effects can overcome some or all of an Impervious saving throw see the Penetrating extra under the Damage effect).
        Sally Salvage - PL 11

        Strength 15, Stamina 11, Agility 0, Dexterity 0, Fighting 7, Intellect 6, Awareness 0, Presence -1

        Advantages
        Accurate Attack, All-out Attack, Contacts, Defensive Attack, Eidetic Memory, Fast Grab, Favored Environment: Urban, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 2, Improvised Tools, Interpose, Inventor, Move-by Action, Online Research, Power Attack, Precise Attack (Close, Cover), Skill Mastery: Investigation, Speed of Thought, Takedown 2, Teamwork, Ultimate Effort: Choose Action, Well-informed

        Skills
        Expertise: Computers 3 (+9), Expertise: Philosophy 4 (+10), Expertise: Pop Culture 4 (+10), Expertise: Science 4 (+10), Investigation 9 (+15), Perception 15 (+15), Persuasion 16 (+15), Technology 5 (+11)

        Powers
        Heavy Metal: Protection 3 (+3 Toughness; Impervious [9 extra ranks])

        Information Junkie (Advantages: Contacts, Eidetic Memory, Online Research, Well-informed)
        . . Built in Smart Phone: Feature 2

        Junk Absorption: Regeneration 3 (Every 3.33 rounds)

        Made of steel: Immunity 2 (Critical Hits)

        The Sum of Her Parts: Variable 2

        Offense
        Initiative +14
        Grab, +7 (DC Spec 25)
        Throw, +0 (DC 30)
        Unarmed, +7 (DC 30)

        Complications
        'Hermit Crab': Under the layers of refuse, there is a strange gray ooze that shows signs of nanite and DNA activity. Unfortunately, this inner layer is extremely vulnerable to damage and is overall extremely weak.

        Fame: Something about her draws attention, it might be that she's outgoing, it might be because most of the time she looks like a toy from the late 20th century.

        Made of Junk: Sally is quite literally made of the refuse of human civilization. Her powers are directly influenced by what she is made of at any time. Also, when she heals, she doesn't have much control over what she uses to repair herself- causing accidental destruction to the environment around her.

        Motivation- Acceptance: Even though she's a big piece of junk, Sally wants to be accepted.

        Power Loss: Sally is affected by descriptors related to technology and metal as well as those that affect living beings. Depending on what she currently has inside of her, she may be ferrous or vulnerable to other material limited effects.

        Watched: Because Sally's origins are not known, several organizations have taken an interest in finding out what she is and whether she is a Threat. For not its trust but verify, but may become more active.

        Wide Eyes of a Child: Sally is still learning about the world around her but in personal and through being a constant media junkie. She can become distracted if some fascinating new piece of information becomes available.

        Languages
        English

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

        Power Points
        Abilities 76 + Powers 40 + Advantages 22 + Skills 20 (60 ranks) + Defenses 20 = 178

        Comment


        • #5
          I'm sure a lot of people are. I did the same.

          Comment


          • #6
            Re: Spectrum's Savebox

            Sean is easily distracted by Science. Any new applications or discoveries are likely to distract him from what he’s currently doing as he ponders the repercussions and possibilities of the discovery. This includes his own and his crews powers. (DC20 Will)
            http://www.solitairecardgame.org/

            Comment


            • #7
              Re: Spectrum's Savebox

              Technica (April Adams) - PL 11


              Strength 0, Stamina 7, Agility 0, Dexterity 0, Fighting 0, Intellect 10, Awareness 5, Presence 0


              Advantages
              Close Attack 2, Eidetic Memory, Fearless, Improved Aim, Improved Initiative 2, Inventor, Ranged Attack 4, Skill Mastery: Technology, Speed of Thought, Takedown 2, Teamwork, Ultimate Effort: Technology, Well-informed


              Skills
              Expertise: heroes and villains 5 (+15), Expertise: sciences 5 (+15), Insight 1 (+6), Perception 5 (+10), Ranged Combat: Variable Frequency Pulse Cannons: Damage 10 12 (+12), Technology 11 (+21), Treatment 2 (+12)


              Powers
              Nanomesh armor: Protection 4 (+4 Toughness)
              Nanotech swarm
              . . Biometic Decoder: Morph 2 (+20 Deception checks to disguise; Narrow group; Precise, Subtle: subtle; Limited: to machines)
              . . Crime lab
              . . . . Holographic Display: Feature 1
              . . . . Investigate the scene: Enhanced Trait 7 (Traits: Investigation +10 (+20), Advantages: Skill Mastery, Ultimate Effort: Investigation)
              . . Miracle Fog: Create 3 (Volume: 8 cft., DC 13; Increased Duration: continuous, Movable, Precise; Reduced Range: close)
              . . Rebuilding: Regeneration 5 (Every 2 rounds, Advantages: Diehard; Feature: Switches to this slot if unconcious)
              . . Sensor mask: Concealment 10 (All Senses; Limited to Machines)
              . . Utility belt: Variable 1 (Action 2: free)
              . . Variable Frequency Pulse Cannons: Damage 10 (DC 25; Increased Range: ranged, Precise, Variable Descriptor 2: broad group - damage type)
              Sensor Network: Variable 1 (Action 2: free; Limited: limited choice of powers- senses)
              Technopath
              . . Interface: Comprehend 2 (Machines / Electronics; Increased Range: ranged, Subtle: subtle)
              . . Leaps of Genius: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
              . . Machines Like Me: Feature 1


              Offense
              Initiative +18
              Grab, +2 (DC Spec 10)
              Throw, +4 (DC 15)
              Unarmed, +2 (DC 15)
              Variable Frequency Pulse Cannons: Damage 10, +12 (DC 25)


              Complications
              Blank slate: She claims no memories beyond waking up in a hospital two years ago. No records before that time are found either.
              Enemy: Division: For some reason, the secretive organization wants her badly.
              Living in outer space: Very little exposure to how the real world down below actually works
              Motivation: Responsibility: I've been given such blessings, it would be wrong of me not to use them to improve the world.
              Obsession: Fangirl: Has an encyclopedia knowledge of superheroes and villains. Has a bad habit of trying to figure out how to defeat them- as a purely technical exercise.
              Obsession: technophile: New pieces of interesting tech will make her go squeeeee!
              Relationship: The crew of the satellite has become her family
              Uncanny Valley: Something's just not quite.. right with that girl.


              Languages
              Native Language


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


              Power Points
              Abilities 44 + Powers 54 + Advantages 19 + Skills 21 (41 ranks) + Defenses 29 = 167


              Validation: Nanotech swarm - Variable Frequency Pulse Cannons: Damage 10: Attack Bonus exceeds Power Level limit

              Short history:
              War in the shadows between ultraviolet ops organizations, the Directive and (Katja's group). The team of 'heroes' finds an active site and do ultracool infiltration and assault. Most of the fringe tech is gone but a single human(oid) body is found which is taken into custody. Preliminary findings are inconclusive, whether the body represents fringe tech, time displaced or alt-universe. What is known is that it, the girl?, appears to be human without standardized biological traces with an advanced nanotechnology symbiosis.

              The 'girl' is given over to the Sentinels for further research. Insert flashbacks here of vivisection and environmental hazard testing with apparently minimal results, the girl even appearing to not notice effects that should kill a normal person. Further insert surprise at technological means of monitoring the girl either fail to function or show results belonging to other personnel that have come into contact with her. Beyond genius level intelligence with a particular aptitude for electronic equipment. Marked extremely dangerous capabilities but minimal actual negative behavior.

              Girl, now named April Adams, is released upon the Satellite for further education and socialization. Currently serves as a technological consultant for Sentinels Worldwide until further placement becomes necessary.
              Last edited by Spectrum; 04-14-2015, 06:10 PM.

              Comment


              • #8
                Re: Spectrum's Savebox

                Lithium Flower (April Adams) - PL 11


                Strength 0, Stamina 8, Agility 0, Dexterity 0, Fighting 2, Intellect 13, Awareness 5, Presence -1


                Advantages
                Eidetic Memory, Favored Environment: vehicular combat, Fearless, Improved Aim, Improved Initiative, Inventor, Ranged Attack 6, Skill Mastery: Technology, Skill Mastery: Vehicles, Speed of Thought, Takedown 2, Teamwork, Ultimate Effort: Technology, Well-informed


                Skills
                Expertise: heroes and villains 2 (+15), Expertise: sciences 2 (+15), Investigation 7 (+20), Perception 6 (+11), Ranged Combat: Variable Frequency Pulse Cannons: Damage 10 6 (+6), Technology 7 (+20), Treatment 1 (+14), Vehicles 1 (+11/+1)


                Powers
                Nanomesh armor: Protection 3 (+3 Toughness)
                Nanotech swarm
                . . Biometic Decoder: Morph 2 (+20 Deception checks to disguise; Narrow group; Precise, Subtle: subtle; Limited: to machines)
                . . Miracle Fog: Create 3 (Volume: 8 cft., DC 13; Increased Duration: continuous, Movable, Precise; Reduced Range: close)
                . . Rebuilding: Regeneration 5 (Every 2 rounds, Advantages: Diehard, Great Endurance; Feature: Switches to this slot if unconcious)
                . . Rigger Interface: Enhanced Trait 11 (Traits: Vehicles +10 (+11), Ranged Combat +8 (+8), Advantages: Favored Environment: vehicular combat, Skill Mastery)
                . . Sensor mask: Concealment 10 (All Senses; Limited to Machines)
                . . Utility belt: Variable 1 (Action 2: free)
                . . Variable Frequency Pulse Cannons: Damage 10 (DC 25; Increased Range: ranged, Precise, Variable Descriptor 2: broad group - damage type)
                Sensor Network: Variable 1 (Action 2: free; Limited: limited choice of powers- senses)
                Incredible Math
                . . Interface: Comprehend 2 (Machines / Electronics; Increased Range: ranged, Subtle: subtle)
                . . Leaps of Genius: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
                . . Machines Like Me: Feature 1


                Offense
                Initiative +17
                Grab, +2 (DC Spec 10)
                Throw, +6 (DC 15)
                Unarmed, +2 (DC 15)
                Variable Frequency Pulse Cannons: Damage 10, +12 (DC 25)


                Complications
                Blank slate: She claims no memories beyond waking up in a hospital two years ago. No records before that time are found either.
                Enemy: Division: For some reason, the secretive organization wants her badly.
                Living in outer space: Very little exposure to how the real world down below actually works
                Motivation: Responsbility: I've been given such blessings, it would be wrong of me not to use them to improve the world.
                Obsession: Fangirl: Has an encyclopedia knowledge of superheroes and villains. Has a bad habit of trying to figure out how to defeat them- as a purely technical exercise.
                Obsession: technophile: New pieces of interesting tech will make her go squeeeee!


                Relationship: The crew of the sattellite has become her family
                Uncanny Valley: Something's just not quite.. right with that girl.


                Languages
                Native Language


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


                Power Points
                Abilities 54 + Powers 53 + Advantages 18 + Skills 16 (32 ranks) + Defenses 26 = 167




                Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.
                Last edited by Spectrum; 04-28-2015, 07:33 AM.

                Comment


                • #9
                  Re: Spectrum's Savebox

                  Barry the Bro-barian - PL 8




                  Strength 8, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect -2, Awareness 6, Presence 0


                  Advantages
                  All-out Attack, Animal Empathy, Attractive 2, Benefit, Ambidexterity, Close Attack 2, Daze (Intimidation), Fascinate (Expertise: Carousing), Great Endurance, Improved Critical 3: Unarmed, Improved Grab, Improved Hold, Interpose, Move-by Action, Power Attack, Skill Mastery: Athletics, Takedown 2


                  Skills
                  Acrobatics 10 (+10), Athletics 2 (+10), Expertise (PRE): Carousing 10 (+10), Intimidation 5 (+16/+5), Perception 4 (+10), Persuasion 5 (+5), Ranged Combat: Throw 8 (+8)


                  Powers
                  Control the Battle Field
                  . . Charge!: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
                  . . Death from above!: Leaping 3 (Leap 60 feet at 16 miles/hour)

                  Experienced Party-guy!: Immunity 1 (Poison)

                  Flex: Extra Limbs 5 (5 extra limbs, Advantages: Improved Grab)

                  Friend to all animals: Comprehend 2 (Animals - Speak To, Animals - Understand)

                  Man up!: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks)

                  Throw away: Move Object 8 (6 tons; Linked-STR damage; Limited: flinging targets away, Reduced Range: close)



                  Gear
                  Torc of Splatter: Enhanced Trait 6 (Traits: Intimidation +10 (+16), Advantages: Daze (Intimidation); Quirk: Only when an opponent is taken down)

                  Wristguards of Protection: Deflect 6 (Reflect; Reduced Range: close)



                  Offense
                  Initiative +0
                  Grab, +8 (DC Spec 18)
                  Throw, +8 (DC 23)
                  Throw away: Move Object 8, +8 (DC 18)
                  Unarmed, +8 (DC 23)


                  Complications
                  Fame: Hero of the People!: Legends are known far and wide, of this great bro-barian hero
                  Motivation: Thrills: Rated M for Manly!
                  Obsession: Babes, booze, bros and bunnies!
                  Responsibility: Must protect the small and helpless furry animals of the world


                  Languages
                  Native Language


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


                  Power Points
                  Abilities 44 + Powers 35 + Advantages 19 + Skills 22 (44 ranks) + Defenses 10 = 130


                  Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                  Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.
                  Last edited by Spectrum; 08-25-2016, 02:07 PM.

                  Comment


                  • #10
                    Re: Spectrum's Savebox

                    Baiya

                    It all started with an easy mistake.

                    The heroes were new to the area, new to the land, new to the language. It was a simple mission, deliver a message regarding the movements of the enemy troops to their boss' contact in House Aseido, wait for a reply and come back. The first tentative steps in the dance of diplomacy with the hope that in the two partners could come together for mutual defense. Except, they were unfamiliar with the city and the language. They instead found House Aseidu and delivered their message into the wrong hands. They were not dangerous hands but still the wrong hands. Young Kaiya (of House Aseidu) received the message instead and decided to act upon it. She was already a medium sized fish in a small pond and had dreams of becoming more. She put aside her pampered ways and began her travels across the known world, meeting with the powerful and wealthy and in turn grew in her own abilities. She discovered that her abilities were not just learned by innate talent and hard earned skill but she had a powerful magical gift that often acted outside her will. She even caught the eye of the Grey House, the greatest of the trading houses. Though she was not of the blood, she became one of the most trusted of the Grey Lady's advisors. Kaiya was too dangerous to have as an enemy, much safer to have her tied to the family.

                    This is not our story. Our story starts with the next generation.

                    Baiya, is the first daughter of Kaiya and could not be more different. While Kaiya is thoughtful and charismatic, Baiya has always been far more physical. It was an embarrassment. It would have been so much easier for Kaiya to use her Gift upon her daughter and tweak things, make her more compliant, more able to fit into the demanding gilded cage of social backstabbing. Kaiya was not quick enough to do so. The last straw was when Baiya bloodily protected a friend, a servant, from being bullied by someone of greater station. Young ladies simply did not behave in such a way! And so our young heroine was sent away to one of the warrior monk orders, if the young girl was determined to be a physical guardian than she would serve the Grey House in that way.

                    Many years have passed since then. Opportunities to return to the Gray House have come and gone. Chances to live a more sedate, less dangerous life, have passed. Friends and lovers have been lost. Despite all that, Baiya has made a difference in the world. She has stood between mankind and those that would the free enchain. She has protected those that could not protect themselves, assisted in the process of peace and at times in that of war. She is respected within the order but has never taken one of the chairs of command. There is always somewhere that she is needed, new lands to see, new struggles, new distractions.

                    Where is she needed now?

                    World building
                    Warrior Monk: similar to a Arthurian questing knight, a Monk of Ivgorod, Grey Warden, Serran oathtaker or a Valdemaran Herald. They can be of any people or creed. Myr’Shon members are rare but not unheard of. Centralized leadership with distributed chapter houses. Many take an oath of asceticism, keeping only a few tools to help them in their missions.

                    Myr’Shon- a race of intelligent large cats. They are known as merchants. Geographically, they are spread across the world wherever trade can take them. Politically, they are matrilineal and consist of ‘Houses’ of interconnected family units. The Grey House is the greatest among the race, but are in a constant state of fluctuating cooperation and completion.

                    Complications

                    Warrior Monk: Baiya is a member of her order and is often sent on a dangerous missions, rarely staying in one place for long. In the course of her duties, there are many who would act against her for revenge.

                    The Mission Comes First: In order to succeed, Baiya has had to make difficult decisions and make personal sacrifices. It especially rubs her fur the wrong way having to work with people that can't be trusted and she would otherwise be acting against.

                    Grey House Princess: By blood, Baiya could be one of the higher ranking members of her House and for those that know what to look for, it’s obvious. While she has tried to distance herself from her obligations, she could still get pulled into conflicts or upset people when she refuses an invitation to dinner.

                    Mother issues: Her mother (Kaiya) in particular wants to bring her daughter back into the fold. Baiya desperately tries to avoid political entanglements or ‘overthinking’ things to avoid being like her. Her ‘fairy’ ears are a source of shame.

                    Friend to Children: At the same time, Baiya has a great desire to have a family of her own. While she tries to keep it secret, she loves being around children. She’d love to have some of her own one day, but never seems to slow down and what man would have her anyway?

                    No hands: While her paws are decently nimble (for her size) she also lacks thumbs. Not just her size but her shape can make things difficult.

                    A Good Death: Baiya has never gotten past the idea of the only good death is one in which she is struggling for a cause. She’s seen so many companions die around her, that she hasn’t been able to save, that she’s prone to overprotecting people she cares for and placing herself at unnecessary risk. Whomever does it will have their work cut out for them with her thick skin and quick healing.






                    Ears, I am not my mother!



                    Baiya

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

                    STR: +10 (30), DEX: +7 (24), CON: +14 (38), INT: +0 (10), WIS: +5 (20), CHA: +5 (20)

                    Tough: +15, Fort: +17, Ref: +17, Will: +17

                    Skills: Acrobatics 8 (+15), Climb 6 (+10), Diplomacy 10 (+15), Escape Artist 3 (+10), Gather Information 5 (+10), Handle Animal 10 (+15), Intimidate 10 (+15), Knowledge (business) 4 (+4), Medicine 5 (+10), Navigate 5 (+5), Notice 5 (+10), Profession (Warrior Monk) 10 (+15), Search 10 (+10), Sense Motive 5 (+10/+15), Stealth 3 (+10), Survival 5 (+10)

                    Feats: Accurate Attack, All-Out Attack, Animal Empathy, Artificer, Assessment, Attack Focus (melee) 10, Attractive (+4), Benefit (important family) 2 (Grey House), Benefit (military rank) 2 (sergeant / petty officer), Combat Awareness, Connected, Defensive Attack, Defensive Strike, Elusive Target, Endurance (+4), Eyes in the Back of the Head, First Strike, Follow-Up Strike, Improved Block 2, Improved Critical 3 (Unarmed Attack), Improved Initiative 2, Interpose, Move-by Action, Power Attack, Precise Strike, Ritualist, Takedown Attack 2, Uncanny Dodge (Hearing), Well-Informed

                    Powers:
                    Auras (Array 5) (default power: enhanced trait)
                    Fearsome (Enhanced Trait 10) (Default; Feats: Fearsome Presence 10)
                    Inspire (Enhanced Trait 9) (Array; Feats: Inspire 5 (+5), Rousing Speech (Diplomacy), Teamwork 3)
                    Peace (Enhanced Trait 10) (Array; Feats: Beautiful Voice (Diplomacy), Bishonen 5, Distracting Looks 4)

                    Claws and Fangs (Strike 3)
                    (DC 28; Mighty)

                    Combat Awareness (Enhanced Trait 1.25)
                    (Traits: Sense Motive +5 (+15); Limited (Only in combat))

                    Holy Icon (Features 1)


                    Soul of Iron (Linked)

                    Double Muscled (Growth 3) (Linked; +6 STR, +3 CON; Permanent)
                    Flesh of Granite (Density 3) (Linked; +6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent)
                    Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
                    Super-Strength 1 (+5 STR carry capacity, heavy load: 3.2k lbs; +1 STR to some checks)
                    Won't Stay Down (Regeneration 11) (Linked; ability damage 2 (recover 1 / hour), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest))

                    Steady as she goes (Array 2)
                    (default power: speed)
                    Long runner (Speed 4) (Default; Speed: 100 mph, 880 ft./rnd)
                    Make a Hole! (Burrowing 2) (Array; Speed: 2 mph, 17.6 ft./rnd; Penetrating)
                    Pounce! (Flight 4) (Array; Speed: 100 mph, 880 ft./rnd; Check Required (Acrobatics); Low Ceiling)
                    Stand the Ground (Immovable 4) (Array; Resist Movement: +16, Resist Knockback: -4)

                    Well Travelled (Comprehend 3)
                    (languages - read all, languages - speak all, languages - understand all; Custom (takes at least a scene to learn a new language))

                    Attack Bonus: +0 (Ranged: +0, Melee: +10, Grapple: +20/+21)

                    Attacks: Claws and Fangs (Strike 3), +10 (DC 28), Unarmed Attack, +10 (DC 25)

                    Defense: +9 (Flat-footed: +5), Knockback: -9

                    Initiative: +15

                    Languages: Common

                    Totals: Abilities 67 + Skills 26 (104 ranks) + Feats 45 + Powers 59 + Combat 18 + Saves 25 + Drawbacks 0 = 240


                    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

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