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  • jmucchiello's characters

    Seems like a place for characters. I'll post some of my other's here eventually.

    Yarl Bloodworth PL5/75 for Camus' "The Daze"

    Checkout PL7/135 for Neo-Paladin's "Merge: Young Hero Initiative"

    Breach PL8/135 for nowhereman2's "Fox in the Hole"

    Oceanchild PL10/284 for BtripleM's "A Powerful Reality"

    Retired/Aborted Games:
    Medusa PL10/150 for FuzzyBoot's "Of Gods and Men"

    Cosplay Girl PL10/180 for betterwatchit's "The Merge: Tales of London" game.

    Glamorous Goo Girl PL10/150 for Arthur Eld's "Crinoverse: Tales to Astonish" game.

    Molecule Man PL13 for PauloDeWashio's "Crisis of the Secret Wars"

    Blink PL7/165 for EpicEclipse's "Vigilantes" game. (Originally rejected)

    Rejects: (Ow, harsh)
    Zygnygy PL12/Unlimited for mrdent12's "Cosmic Privateers". Poor Zyg wasn't selected for that game.

    Checkout PL8/122 for PauloDeWalshio's "All-Star Squadron Hero High" game. Not picked.

    Nightstalker PL8/120 for Coolman's aborted "Task Force Gamma". An earlier version of her is below, named Whirlwind.

    Jackhammer PL10/150 for Plan B's Freedom League 2020

    Foxy PL8/120 for Doctor Malsin's "A New Mythos"
    Last edited by jmucchiello; 05-12-2019, 08:13 PM.

  • #2
    Re: jmucchiello's characters

    Fooling around with a new form for Cosplay Girl:

    In grade school, she once was a tree who dispensed wisdom and could see far away places. Not a combat form, obviously.

    I'm a Tree - PL 10

    Strength 0, Stamina 10/7, Agility -, Dexterity -, Fighting -, Intellect 4/0, Awareness 10/7, Presence 4

    Advantages
    Animal Empathy, Attractive 2, Daze (Deception), Diehard, Taunt

    Skills
    Expertise: Nature and Plants 16 (+20), Insight 10 (+20), Perception 10 (+20)

    Powers
    *Juliet Mars Identity see original post
    Commune with Nature: Comprehend 5 (Animals - Speak To, Animals - Understand, Plants, Spirits - Communicate; Broad Type: Nature Spirits only [1 rank only])
    Indistinguishible from a tree unless she speaks: Feature 1
    One with the Biosphere: Remote Sensing 22 (Affects: 3 Types, inc. Visual - Sight, Sound, and Smell, Range: 16000 miles; No Conduit, Subtle 2: looks normal; Concentration, Medium: Must be a plant nearby)
    Plant Biology: Immunity 4 (Sleep, Starvation & Thirst, Suffocation (All); Source: Sunlight)
    Plant Body: Immunity 13 (Aging, Alteration Effects, Critical Hits, Fatigue Effects)
    Regeneration: Regeneration 2 (Every 5 rounds; Persistent; Source: Sunlight)
    Shade: Environment 1 (Visibility (-2), Radius: 30 feet; Source: Sunlight)
    Size of a Tree: Enhanced Strength 8 (+8 STR; Custom: Includes growth +2 size, +8 mass; Limited to Lifting)

    Offense
    Initiative +0
    Grab, +0 (DC Spec 10)
    Throw, +0 (DC 15)
    Unarmed, +0 (DC 15)

    Complications
    MGS
    Slow Metabolism: Trees don't do stuff fast.

    Languages
    English

    Defense
    Dodge None, Parry None, Fortitude 10, Toughness 10, Will 10

    Power Points
    Abilities -2 + Powers 161 + Advantages 2 + Skills 12 (36 ranks) + Defenses 0 = 173
    Last edited by jmucchiello; 04-08-2018, 09:46 PM.

    Comment


    • #3
      Re: jmucchiello's characters

      I wholeheartedly support this project.

      Also welcome to Roll Call!
      [URL="https://roninarmy.com/threads/7212-Dodgson-s-Builds"]My Builds[/URL]
      [B]Playing[/B]
      [URL="https://roninarmy.com/threads/7430-3E-Crinoverse-Tales-to-Astonish-(Recruitment-Closed)?p=260270&viewfull=1#post260270"]Nora[/URL]
      [URL="https://roninarmy.com/threads/7810-The-Merge-Young-Hero-Initiative-(recruitment-closed)?p=268145&viewfull=1#post268145"]Diana Gladwin AKA Godiva (and Samson)[/URL]

      Comment


      • #4
        Re: jmucchiello's characters

        I suspect this version of this character will not end up in the all-star squadron game by PauloDeWalshio. So I'm posting it here.


        This is my mentalist. PL8 is very different than PL10.

        Carrie Justice Fleming, a.k.a. Checkout

        CJ (don't call her Carrie) is the 15 years old daughter of two supers: Bulldozer and Ignition. Both are flashy front line fighting supers who work as a team in (some) city. CJ feels a lot of pressure to follow in their footsteps but the superpowers fates were cruel to her. Most of her powers are subtle and although her father tried to train her to fight. She just wasn't very good at it. All she ever wanted to be was a gymnast but supers can't compete in official competitions.

        Her powers frustrate her and her handlers. She wishes she could through fireballs like her dad or maybe ice or just fly. Instead she reads minds. When she was 12, she was using her mind writing indiscriminately. She did not seem to see why it was bad to use those powers to pranks people, making them forget about homework due the next day, for example. But when her parents found out she was doing this, they let their disappointment show through. Through tough love, they've finally convinced her that just because you can do something doesn't mean you should do something. She also finally understood why tampering with someone's mind is a capital crime in some jurisdictions. (although her actual comeuppance was going to a class wearing only a bra up top. That is when she truly understood why you don't mess with people's brains permanently. Since then she has not used her Mind Writing ability at all. Last year, they sent her to the Carson Academy to continue her humility training.

        Even this has caused her issues. A very close friend from before the academy was brutally attacked and when CJ went to visit her, Bethany begged CJ to do the thing and make the pain of the memory go away. CJ could see, with her mind reading that their friendship was on the line, but still she did not use the ability. She suggested that Bethany that unless both of their parents agreed, there was nothing she could do. Bethany has not spoken to her since.

        And yet, CJ is a typical sassing, know-it-all teen. And it doesn't help that she remembers everything exactly as it happened. She thinks most adults overreact to things she does. She does respect her parents and would be heart broken if she thought they were disappointed in her. And that keeps her grounded on the side of good. But even learning her lesson about manipulating others, doesn't stop her from rebelling like a typical teen.
        Origin: Mutant Legacy
        Gender: Female
        Age: 15
        Eyes: brown
        Height: 4' 7"
        Weight: 75#
        Complexion: smooth
        Skin: light
        Hair: long mauve pink
        Face Structure: round jaw, high cheeks
        Uniform: Teal spandex, with silver chevron stripes on the sleeves, a teal mask covers her eyes
        Checkout - PL 8

        Strength -1, Stamina 6, Agility 3, Dexterity 1, Fighting 2, Intellect 3, Awareness 5, Presence 3

        Advantages
        Eidetic Memory

        Skills
        Acrobatics 7 (+10), Perception 5 (+10), Persuasion 7 (+10), Stealth 7 (+10)

        Powers
        Defensive Mind: Enhanced Trait 14 (Traits: Dodge +7 (+10), Parry +7 (+10); Custom: Must be aware of the attack, Limited: Does not work against constructs (Must have INT))
        Fade away: Concealment 4 (Sense - Hearing, Sense - Sight, Sense - Smell; Limited: Does not work on constructs (must have INT), Passive)
        Mental Array
        . . Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception)
        . . Mind Control: Cumulative Affliction 8 (Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)
        . . . . 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled
        . . Mind Reading (Linked powers)
        . . . . Communication: Mental Communication 2 (Linked; Sense Type: Speech; Subtle 2: undetectable)
        . . . . Comprehend: Comprehend 2 (Linked; Languages - Understand All, Languages - You're Understood)
        . . . . Mind Reading: Effortless Mind Reading 8 (Linked; DC 18; Effortless)
        . . Mind Writing: Cumulative Affliction 12 (Resisted by: Will, DC 22; Cumulative, Extra Condition, Insidious, Subtle: subtle, Notes: The transformation allows her rewrite people's memories.)
        . . . . 1st degree: Entranced, Entranced, 2nd degree: Compelled, Compelled, 3rd degree: Controlled, Transformed
        . . Telekinesis: Move Object 8 (6 tons)
        Teleport: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Velocity)

        Offense
        Initiative +3
        Affliction: Cumulative Affliction 12, +2 (DC Will 22)
        Grab, +2 (DC Spec 9)
        Mental Blast: Damage 8 (DC Will 23)
        Mind Control: Cumulative Affliction 8 (DC Will 18)
        Mind Reading: Effortless Mind Reading 8 (DC Will 18)
        Move Object: Move Object 8, +1 (DC 18)
        Throw, +1 (DC 14)
        Unarmed, +2 (DC 14)

        Complications
        Enemy: Bethany could come back as a PR nightmare type enemy
        Motivation: Recognition: Live up to parents' reputations
        Motivation: Thrills
        Obsession: Wants to be noticed even though her powers don't work that way.
        Phobia: Robots, constructs, "It's not there! It's not there!!"

        Languages
        English

        Defense
        Dodge 10/3, Parry 10/3, Fortitude 6, Toughness 6, Will 10

        Power Points
        Abilities 44 + Powers 58 + Advantages 1 + Skills 13 (26 ranks) + Defenses 6 = 122

        Comment


        • #5
          Re: jmucchiello's characters

          Kendra Powell was a budding gymnast when she was captured by an unknown scientist at the age of 15. He was a mad scientist type and he turned Kendra into a acrobatic combatant with to help him steal valuable art objects. She worked for him for three years before she managed to escape him. When she returned to her family home, no one was there. Neighbors she'd never met before said her old house had been abandoned for many years. No one in the area knew who she was. There were no records of her going to the local high school. She blames the mysterious villain for this. For not only kidnapping her but also erasing her completely.

          With nowhere else to turn, she began to stalk the night, using what she knew about criminals to hunt down criminals. On one of her final missions she stole a pair of "brass" knuckles made from an unusual alloy from a minion who could not get them to work correctly. They can store a charge of vibrational energy that can be used to fire a bolt of energy at some distance. They also can deliver a strong punch. Her fighting style shows off her gymnastic skills. She is a whirlwind of flips, jumps, and spins in melee.

          She wears a darkish gray leotard style costume with retractable flaps between her arms and legs for gliding. The costume blends into concrete backgrounds easily. Her feet and hands are able to climb sheer surfaces with ease.

          Whirlwind - PL 8

          Strength 2, Stamina 6, Agility 10, Dexterity 5, Fighting 5, Intellect 1, Awareness 1, Presence 0

          Advantages
          Accurate Attack, Agile Feint, Benefit, Athletics Based on Agility, Close Attack 5, Move-by Action, Power Attack, Redirect

          Skills
          Acrobatics 5 (+15), Insight 7 (+8), Investigation 7 (+8), Perception 7 (+8), Sleight of Hand 3 (+8), Stealth 5 (+15)

          Powers
          Running: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
          . . Glide Wings: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)
          Vibranium knuckles (Removable)
          . . Vibroball: Damage 11 (vibration, DC 26; Increased Range: ranged; Limited: After use. it must recharge for a round, Notes: She brings her knuckles together and unleashes a bolt of energy. But only every other round.)
          . . Vibropunch: Strength-based Damage 4 (vibration, DC 21)
          Wall Crawling: Movement 1 (Wall-crawling 1: -1 speed rank)

          Offense
          Initiative +10
          Grab, +10 (DC Spec 12)
          Throw, +5 (DC 17)
          Unarmed, +10 (DC 17)
          Vibroball: Damage 11, +5 (DC 26)
          Vibropunch: Strength-based Damage 4, +10 (DC 21)

          Complications
          Motivation: Thrills
          Obsession: She has lost her family. Anyone lead on the whereabouts of her family will be followed ASAP.
          Phobia: Mysterious villain who experimented on her.
          Secret: She was once a criminal, never arrested. But since going straight, she's feared her past might catch up with her.

          Languages
          English

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

          Power Points
          Abilities 60 + Powers 18 + Advantages 11 + Skills 17 (34 ranks) + Defenses 14 = 120

          Comment


          • #6
            Re: jmucchiello's characters

            I'm trying this character again for Neo Paladin's Merge/Hero High game. I can't decide if I should go PL7/135 or PL8/120.

            Carrie Justice Fleming, a.k.a. Checkout

            CJ (don't call her Carrie) was 12 when the Merge happened. Her parents Beatrix and Tori merged with Fire and Ice, comic book characters from Justice League International. CJ is Tori's natural daughter and was adopted by Beatrix. Like the comic characters, Bea is from Brazil and Tori is from Norway. For the past three years they have been fighting crime in (wherever). At the same time, CJ gained mental powers. At first she could only fade away. And as a 12 year old, being able to disappear was the best superpower. Short ranged teleportation followed and her parents eventually found out about these powers.

            Fire and Ice are flashy front line fighting supers who work as a team in (some) city. CJ feels a lot of pressure to follow in their footsteps but the superpowers fates were cruel to her. Most of her powers are subtle and although Bea tried to train her to fight, she just wasn't very good at it.

            Soon she started reading people's thoughts. She didn't try to do this but it comes so naturally and no one seems to notice as long as she doesn't answer questions before they are asked. Similarly, she discovered her mind writing ability by accident. Her friend was taunting her about a boy CJ liked and when she told her friend to forget about it, she did. She totally forgot the conversation where CJ talked about the boy. She was scared and intrigued by this development and started using this power indiscriminately. She did not seem to see why it was bad to use those powers to pranks people, making them forget about homework due the next day, for example. But when her parents found out she was doing this, they let their disappointment show through. Through tough love, they've finally convinced her that just because you can do something doesn't mean you should do something. She also finally understood why tampering with someone's mind is a capital crime in some jurisdictions. Eventually she understood why you don't mess with people's brains permanently. Since then she has not used her Mind Writing ability at all. Last year, they sent her to the Academy to continue her humility training.

            Even this has caused her issues. A very close friend from before the academy was brutally attacked and when CJ went to visit her, Bethany begged CJ to do the thing and make the pain of the memory go away. CJ could see, with her mind reading that their friendship was on the line, but still she did not use the ability. She suggested that Bethany that unless both of their parents agreed, there was nothing she could do. Bethany has not spoken to her since.

            And yet, CJ is a typical sassing, know-it-all teen. And it doesn't help that she remembers everything exactly as it happened. She thinks most adults overreact to things she does. She does respect her parents and would be heart broken if she thought they were disappointed in her. And that keeps her grounded on the side of good. But even learning her lesson about manipulating others, doesn't stop her from rebelling like a typical teen.
            Checkout (Hero; PL: 8; PP: 120/120)

            STR: -1; STA: 6; AGL: 3; DEX: -1; FGT: 2; INT: 2; AWE: 5; PRE: 2
            Dodge: 10/3; Parry: 10/2; Fortitude: 6; Toughness: 6; Will: 10

            Skills: Athletics -1; Deception +2; Expertise: Psychology +5 (3r); Insight +5; Intimidation +2; Perception +12 (7r); Persuasion +12 (10r); Stealth +10 (7r)
            Languages: English
            Advantages: Attractive (free); Connected (free); Eidetic Memory

            COMBAT Initiative: +3; Close: +2; Ranged: -
            • Grab: +2 (Special DC 9) Range: Close
            • Mental Blast: Damage 8: -1 (Will DC 23) Range: Perception
            • Mind Control: Cumulative Affliction 8: -1 (Will DC 18) Range: Perception
            • Mind Reading: Cumulative Mind Reading 8: -1 (DC 18)
            • Mind Writing: Cumulative Affliction 14: +2 (Will DC 24)
            • Psychic Nova: Damage 12: +4 (Will DC 27)
            • Telekinesis: Move Object 8: +7 (DC 23) Range: 200/400/800 ft.
            • Throw: -1 (DC 14) Range: Varies by weight
            • Unarmed: +2 (DC 14) Range: Close


            POWERS
            • Abilities: Mental Array - (37 PP)
              • Mental Blast: Damage 8 - Extras: Alternate Resistance: Will, Increased Range 2 (Perception) - (1 PP)
              • Mind Control: Cumulative Affliction 8 - 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will; Extras: Cumulative, Increased Range 2 (Perception) - (32 PP)
              • Mind Reading: Cumulative Mind Reading 8 - Extras: Cumulative, Insidious, Subtle 2 (Undetectable) - (1 PP)
              • Mind Writing: Cumulative Affliction 14 - 1st degree: Entranced, Vulnerable, 2nd degree: Compelled, Defenseless, 3rd degree: Controlled, Transformed, Resisted by: Will; Extras: Cumulative, Extra Condition, Insidious, Subtle (Subtle); Flaws: Limited: Must be willing, defenseless, or tricked - (1 PP)
                The transformation allows her rewrite people's memories.
              • Psychic Nova: Damage 12 - Mental; Extras: Accurate (+2), Alternate Resistance: Will, Penetrating 7 - (1 PP)
              • Telekinesis: Move Object 8 6 tons - Extras: Accurate 4 (+8), Damaging, Subtle 2 (Undetectable) - (1 PP)
            • Presence with Advs: Enhanced Presence 2 +2 PRE - Ability: Presence; Advantages: Attractive, Connected; Flaws: Limited: Char Gen Rules - (4 PP)
            • Sensory: Fade Away: Concealment 6 - All Visual Senses, Sense - Hearing, Sense - Smell; Flaws: Limited: Does not work on constructs (must have INT), Passive - (3 PP)
            • Sensory: Language Independent: Comprehend 2 - Languages - Understand All, Languages - You're Understood; Flaws: Limited: Mental communication only - (2 PP)
            • Sensory: Mental Awareness: Senses 3 - Acute: Mental, Awareness: Mental, Ranged: Mental - (3 PP)
            • Sensory: Mental Communication: Mental Communication 2 - Extras: Subtle 2 (Undetectable) - (10 PP)
            • Slippery Mind: Enhanced Trait 15 - Traits: Dodge +7, Parry +8; Flaws: Custom: Must be aware of the attack, Limited: Does not work against constructs (Must have INT) - (5 PP)
            • Teleport: Teleport 4 500 feet in a move action, carrying 50 lbs. - Extras: Change Velocity - (9 PP)


            Gender: Female Age: 15
            Eyes: Brown Hair: Mauve, long
            Height: 4' 9" Weight: 86 lb.

            COMPLICATIONS
            Motivation: Recognition: Live up to parents' reputations
            Motivation: Thrills
            Obsession: Wants to be noticed even though her powers don't work that way.
            Phobia: Robots, constructs, "It's not there! It's not there!!"

            Totals: Abilities 32 + Powers 73 + Advantages 1 + Skills 9 + Defenses 5 = 120
            Checkout PL7 (Hero; PL: 7; PP: 133/135)

            STR: -1; STA: 5; AGL: 3; DEX: 1; FGT: 2; INT: 3; AWE: 6; PRE: 2
            Dodge: 9/3; Parry: 9/3; Fortitude: 5; Toughness: 5; Will: 9

            Skills: Athletics -1; Deception +2; Expertise: Psychology +12 (9r); Insight +10 (4r); Intimidation +2; Perception +12 (6r); Persuasion +12 (10r); Stealth +10 (7r)
            Languages: English
            Advantages: Attractive (free); Connected (free); Eidetic Memory; Improved Initiative 2

            COMBAT Initiative: +11; Close: +2; Ranged: +1
            • Grab: +2 (Special DC 9) Range: Close
            • Mental Blast: Damage 7: +1 (Will DC 22) Range: Perception
            • Mind Control: Cumulative Affliction 7: +1 (Will DC 17) Range: Perception
            • Mind Reading: Cumulative Mind Reading 7: +1 (DC 17)
            • Mind Writing: Cumulative Affliction 12: +2 (Will DC 22)
            • Psychic Nova: Damage 10: +4 (Will DC 25)
            • Telekinesis: Move Object 7: +7 (DC 22) Range: 175/350/700 ft.
            • Throw: +1 (DC 14) Range: Varies by weight
            • Unarmed: +2 (DC 14) Range: Close

            POWERS
            • Abilities: Mental Array - (33 PP)
              • Mental Blast: Damage 7 - Extras: Alternate Resistance: Will, Increased Range 2 (Perception) - (1 PP)
              • Mind Control: Cumulative Affliction 7 - 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will; Extras: Cumulative, Increased Range 2 (Perception) - (28 PP)
              • Mind Reading: Cumulative Mind Reading 7 - Extras: Cumulative, Insidious, Subtle 2 (Undetectable) - (1 PP)
              • Mind Writing: Cumulative Affliction 12 - 1st degree: Entranced, Vulnerable, 2nd degree: Compelled, Defenseless, 3rd degree: Controlled, Transformed, Resisted by: Will; Extras: Cumulative, Extra Condition, Insidious, Subtle (Subtle); Flaws: Limited: Must be willing, defenseless, or tricked - (1 PP)
                The transformation allows her rewrite people's memories.
              • Psychic Nova: Damage 10 - Mental; Extras: Accurate (+2), Alternate Resistance: Will - (1 PP)
              • Telekinesis: Move Object 7 3 tons - Extras: Accurate 3 (+6), Damaging, Subtle 2 (Undetectable) - (1 PP)
            • Presence with Advs: Enhanced Presence 2 +2 PRE - Ability: Presence; Advantages: Attractive, Connected; Flaws: Limited: Char Gen Rules - (4 PP)
            • Sensory: Fade Away: Concealment 8 - All Aural Senses, All Visual Senses, Other Sense: Mental, Sense - Smell; Flaws: Limited: Does not work on constructs (must have INT), Passive - (4 PP)
            • Sensory: Language Independent: Comprehend 2 - Languages - Understand All, Languages - You're Understood; Flaws: Limited: Mental communication only - (2 PP)
            • Sensory: Mental Awareness: Senses 3 - Acute: Mental, Awareness: Mental, Ranged: Mental - (3 PP)
            • Sensory: Mental Communication: Mental Communication 2 - Extras: Subtle 2 (Undetectable) - (10 PP)
            • Slippery Mind: Enhanced Trait 12 - Traits: Dodge +6, Parry +6; Flaws: Custom: Must be aware of the attack, Limited: Does not work against constructs (Must have INT) - (4 PP)
            • Teleport: Teleport 4 500 feet in a move action, carrying 800 lbs. - Extras: Accurate, Change Direction, Change Velocity, Increased Mass 4 - (16 PP)

            Gender: Female Age: 15
            Eyes: Brown Hair: Long Mauve
            Height: 4' 9" Weight: 86 lb.

            COMPLICATIONS
            Motivation: Recognition: Live up to parents' reputations
            Motivation: Thrills
            Obsession: Wants to be noticed even though her powers don't work that way.
            Phobia: Robots, constructs, "It's not there! It's not there!!"

            Totals: Abilities 38 + Powers 76 + Advantages 3 + Skills 12 + Defenses 4 = 133
            Last edited by jmucchiello; 09-13-2018, 11:33 PM.

            Comment


            • #7
              Re: jmucchiello's characters

              I'm recycling Kendra for a new game. PL9 this time.

              Kendra Powell was a budding gymnast when she was captured by an unknown scientist at the age of 15. He was a mad scientist type and he turned Kendra into a acrobatic combatant with to help him steal valuable art objects. She worked for him for three years before she managed to escape him. When she returned to her family home, no one was there. Neighbors she'd never met before said her old house had been abandoned for many years. No one in the area knew who she was. There were no records of her going to the local high school. She blames the mysterious villain for this. For not only kidnapping her but also erasing her completely. She fears him greatly, mostly because she never saw his face. A man of slim build, around six feet tall, she could be standing next to him today and not know it. (He wears a Baron Nemo style mask in his villain ID.)

              With nowhere else to turn, and nowhere to go, Kendra decided to be a force for good, to make up for the crimes she was forced to commit.

              Whirlwind PL9 (Hero; PL: 9; PP: 135/135)

              STR: 2; STA: 8; AGL: 10; DEX: 4; FGT: 5; INT: 1; AWE: 8; PRE: 0
              Dodge: 10; Parry: 10; Fortitude: 9; Toughness: 8; Will: 9

              SKILLS: Acrobatics +15 (5r); Athletics +10; Deception +0; Insight +10 (2r); Intimidation +0; Investigation +6 (5r); Perception +10 (2r); Persuasion +0; Sleight of Hand +5 (1r); Stealth +15 (5r)
              LANGUAGES: English
              ADVANTAGES: Accurate Attack (free); Benefit, Athletics Based on Agility; Benefit, Cipher; Evasion; Move-by Action; Ranged Attack

              COMBAT Initiative: +10; Close: +5; Ranged: +5
              • Glue Ball: Affliction 13: +5 (Fortitude DC 23) Range: 325/650/1300 ft.
              • Grab: +5 (Special DC 12) Range: Close
              • Throw: +5 (DC 17) Range: Varies by weight
              • Unarmed: +5 (DC 17) Range: Close
              • Vibropunch: Damage 7: +11 (DC 22)

              POWERS
              • Glue Ball: Affliction 13 - 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Increased Range (Ranged); Flaws: Limited: Takes a round to recharge, cannot use every round.; Descriptors: Biological - (13 PP)
                She builds up a ball of bio-gel in her hands and throws it at someone. It hardens on contact.
              • Running: Speed 5 Speed: 60 miles/hour, 900 feet/round - (6 PP)
                • Alt: Gliding: Flight 5 Speed: 60 miles/hour, 900 feet/round - Flaws: Gliding - (1 PP)
              • Vibroknuckles - Flaws: Device: Removable - (14 PP)
                • Vibropunch: Damage 7 - Advantages: Accurate Attack; Extras: Accurate 3 (+6), Multiattack; Descriptors: Vibration - (18 PP)
              • Wall Crawling: Movement 2 - Wall-crawling 2 (Full speed) - (4 PP)
                Biogel glue on her hands enables her to climb any surface.

              Gender: Female Age: 18
              Eyes: blue Hair: blond, long
              Height: 5' 8" Weight: 132 lb.

              COMPLICATIONS
              She has no legal identity, no driver's license, no passport, no birth certificate.
              Motivation: Doing Good
              Obsession: She has lost her family. Anyone lead on the whereabouts of her family will be followed ASAP.
              Phobia: Mysterious villain who experimented on her.
              Secret: She was once a criminal, never arrested. But since going straight, she's feared her past might catch up with her.

              TOTALS: Abilities 76 + Powers 37 + Advantages 5 + Skills 10 + Defenses 7 = 135
              Last edited by jmucchiello; 09-18-2018, 10:10 PM.

              Comment


              • #8
                Re: jmucchiello's characters

                I love what you did with Checkout's backstory and the ethics of using her powers! The bit about Bethany is brilliant. Is her combat ability due to her parents training her? I can see, like, Slippery Mind being a result of Academy training, but I'm less sure about Mental Blast or Psychic Nova. Might also be a style/genre difference between us.

                I'm quite curious about how a mad scientist type villain could essentially zero someone out like that . . . .
                either e/em/eir pronouns or fey/fem/fear pronouns
                {if you don't want to learn new words, singular they is OK}
                Many gods, no masters. Re-enchantment or bust!
                "So I donít even want to hear about reality. I donít want reality. Reality will only ever be exclusionary." --Aevee Bee, "Toward a Cutie Aesthetic"

                Comment


                • #9
                  Re: jmucchiello's characters

                  Yet another version of Blink, not picked for EpicEclipse's Vigilantes game.

                  Blink (Hero; PL: 7; PP: 165/165)

                  Strength: 2; Agility: 0; Fighting: 2; Awareness: 3
                  Stamina: 6; Dexterity: 0; Intellect: 10/4; Presence: 2/0
                  Dodge: 5; Parry: 5; Fortitude: 6; Toughness: 9; Will: 8

                  COMBAT Initiative: +10; Close: +2; Ranged: +0
                  • Flurry of Fists: Strength-based Damage 4: +8 (DC 21) Bludgeoning / Force
                  • Grab: +2 (Special DC 12) Bludgeon Range: Close
                  • Nerve Strike: Cumulative Affliction 8: +6 (Fortitude DC 18) Biological / Technological
                  • Throw: +0 (DC 17) Bludgeon
                  • Unarmed: +2 (DC 17) Bludgeon Range: Close

                  SKILLS: Athletics +2; Deception +10 (8r); Expertise: Applied Physics +11 (1r); Expertise: Biochemistry +11 (1r); Expertise: Computers +11 (1r); Expertise: Criminology +11 (1r); Expertise: Materials Science +11 (1r); Expertise: Nano-electronics +11 (1r); Expertise: Psychology +11 (1r); Insight +10 (7r); Intimidation +2; Investigation +11 (1r); Perception +10 (7r); Persuasion +10 (8r); Sleight of Hand +10 (10r); Stealth +10 (10r); Technology +17 (7r); Treatment +11 (1r)
                  LANGUAGES: English
                  ADVANTAGES: All-out Attack; Benefit, Wealth (well-off); Connected (free); Contacts; Equipment 2; Hide in Plain Sight; Improvised Tools; Inventor; Speed of Thought; Well-informed (free)

                  POWERS
                  • (Presence House Rule): Enhanced Presence 2 +2 PRE - Ability: Presence; Advantages: Connected, Well-informed; Flaws: Limited: House Rule for Presence (4 PP)
                  • Apex Intelligence: Enhanced Intellect 6 +6 INT - Ability: Intellect; Extras: Feature: Not detectable by normal Apex detection methods; Flaws: Permanent; Descriptors: - Custom Descriptor - (13 PP)
                  • Apex Regeneration: Regeneration 10 Every 1 round - Descriptors: - Custom Descriptor - (10 PP)
                  • Apex Teleport: Blink: Teleport 1 60 feet in a move action, carrying 50 lbs. - Extras: Feature: Not detectable by normal Apex detection methods, Stacks with: Blink Enhancement: Teleport 4+1; Descriptors: - Custom Descriptor - (3 PP)
                  • Concealing Body Armor - Flaws: Device: Removable (23 PP)
                    • Blink Enhancement: Teleport 4+1 900 feet in a move action, carrying 100 lbs. - Extras: Accurate, Change Direction, Change Velocity, Increased Mass; Descriptors: Technological (15 PP)
                      Circuitry in the suit enhances Blink's natural ability to teleport.
                    • Immunity: Immunity 5 - Critical Hits, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation; Extras: Subtle (Subtle); Descriptors: Technological (6 PP)
                    • Photoreactive Fabric: Concealment 4 - All Visual Senses; Flaws: Partial; Descriptors: Sensory, Technological (4 PP)
                    • Protection: Protection 3 +3 Toughness - Extras: Subtle (Subtle) (4 PP)
                      The "black" catsuit looks likes it's made of some kind of spandex but it's actually a kind of kevlar that reduces the resists puncture and reduces the blow from blunt trauma. It is also thermally neutral and radiation resistant. The outer surface absorbs light and makes the wearer harder to see.
                  • Full Face Mask/Hood HUD - Flaws: Device: Removable (18 PP)
                    • HUD Senses: Senses 9 - Analytical: Radio, Awareness: Apex, Awareness: Mana, Communication Link: Lair Computer for extra processing of data, Direction Sense, Distance Sense, Radio, Time Sense, Ultra-hearing (9 PP)
                    • Immunity: Immunity 7 - Sensory Affliction Effects, Suffocation (All); Descriptors: Technological (7 PP)
                      The eye crystals filter out flash effects. The ear buds filter out sonic flashes. The fabric itself bonds to the face and filters out smells and provides a rebreather effect.
                    • Video and Audio Recorders: Feature 1 - Descriptors: Technological (1 PP)
                      The recordings are stored both locally and across the communication link to the lair computer for further analysis.
                    • Visual Sensory Enhancements - (6 PP)
                      • Macroscopic Vision: Senses 5 - Analytical: Vision, Darkvision, Extended: Vision 1 (X10), Radius: Vision (5 PP)
                      • Microscopic Vision: Senses 5 - Analytical: Vision, Darkvision, Microscopic Vision 2 (Cell-size) (1 PP)
                  • Gloves - Flaws: Device: Removable (16 PP)
                    • Martial Strikes - (20 PP)
                      • Flurry of Fists: Strength-based Damage 4 - Extras: Accurate 3 (+6), Multiattack, Penetrating 6; Descriptors: Bludgeoning, Force (19 PP)
                      • Nerve Strike: Cumulative Affliction 8 - 1st degree: Vulnerable, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Accurate 2 (+4), Cumulative; Descriptors: Biological, Technological (1 PP)

                  Gender: Male Age: 32
                  Eyes: Green Hair: Brown
                  Height: 6' 2" Weight: 182 lb.

                  BACKGROUND
                  James Parnel is the successful owner and operator of Parnel Investigations, a private investigation firm with a handful of employees. He only works on the high profile cases the agency gets as he has skills most of his employees do not have and are not aware of. Three senior investigators, two junior investigators, two researchers and an office manager/receptionist work for him.

                  James was raised by his father. He never knew his mother. His mother was a Apex Intellect working for a corporation. She worked in gene splicing and she discovered a way to imbue Apex gene complexes in utero. But once they were imbued, they morphed and were not detectable using the normal Apex detecting protocols. She knew she could not let the Suits know that she could do this. Successful experiments were performed on lab "rats" (destitute people literary found in alleys and brought into labs), she would arrange for those women to fail to carry to term. The postmortems would always show that the genes were successful imbued to the offspring but the offspring were apparently not viable. After this she became pregnant and she went into a panic/madness episode where she injected her offspring with various Apex genes. She also built an artificial womb and managed to have it smuggled out of the corporation and to her husband who lived outside. Then she managed transfer her child to the artificial womb. Most of this occurred in the first trimester and the corp never knew she was pregnant. James was born in his grandmother's home with only his father, grandparents and an aunt present. By law, his father is considered his uncle and his mother is his father's "sister" who died in childbirth in a rural (read: off the grid) town in Montana.

                  His father was a member of an underground resistance cell and did not register James' Apex manifestation. James manifested over the summer when he was 7 and his father hid it. Being a doctor, he could treat his son at home. When James turned 18 and wanted to be able to move around in society, he registered himself as a teleporter. When asked, he said he never remembered being sick as a child and he only noticed he was able to teleport in the past few weeks. His range testing showed he was only a short range teleporter and that he had trouble teleporting to unseen places. (He faked not having the Accurate extra.) He had been hiding his abilities for several years at this point and being able to admit to some of them lifted a bit of burden from him.

                  The Apex treatments explain why he is high-stamina, high-intellect, and regenerative. The normal Apex detection protocols can detect his regeneration. The rest he hides. From an early age, it has been drilled into his head that he must not let them find out what he can do. His father has not told him who his real mother is. He knows the cover story is a falsehood and someday, he plans to dig into the mystery.

                  Most of his vigilante activity is sparked by his investigations firm. He will refuse to take a case to the client's face and then solve the case as Blink because he does not want a link to appear between the agency and the activities of Blink. Blink wears a black catsuit that gives him additional protection for damage and environmental effects. It is also photo active and allows him to hide within shadows easily. The full face mask is made of similar fabric and provides a rebreather effect. The mask is also a HUD device. The crystal eye sockets are actually capable of projecting a HUD enhanced reality image which gives him all kinds of information about what he is seeing and the ability zoom in far away and micro applications. The computer that runs all of that is sown into the fabric. The mask also contain a video camera CCD and audio microphones. He wears gloves that provide him is a rapid punch and a nerve punch.

                  COMPLICATIONS
                  Motivation: Justice
                  Relationship: James has been dating Laura Ellen Marx for the last six years.
                  Responsibility: He runs a detective agency. He has employees.
                  Secret: His Apex registry is incomplete. It lists his Regeneration but not his high Intellect and technological abilities. These Apex abilities are not detectable normally.


                  HEADQUARTERS Underground Lair (- Custom Headquarters -; PL: 7; PP: 10/15)

                  Size: Tiny; Toughness: 6
                  Features: Communications, Computer, Laboratory, Living Space, Power System, Sealed, Secret 5

                  TOTALS: Abilities: -1, Powers: 0, Advantages: 0, Features: 11, Skills: 0, Defenses: 0, Equipment: 0, Weapons & Armor: 0 -> 10


                  MOVEMENT AND STRENGTH DATA
                  Teleport: 900 feet per move action, carrying 100 lbs.
                  Running: 2 miles/hour; 30 feet/round
                  Swimmming: 1/2 mile/hour; 6 feet/round
                  Jumping: Running 12 ft.; Standing 6 ft.; Vertical 2.4 ft.; Standing Vertical 1.2 ft.
                  Throwing Distances: 800 lbs. up to 6 ft, 200 lbs. up to 30 ft, 50 lbs. up to 120 ft

                  TOTALS: Abilities: 34, Powers: 87, Advantages: 9, Skills: 22, Defenses: 13 -> 165

                  HOUSE RULES
                  Skill Points: 3 Skill Points per PP
                  Optional Rules: Choose Starting PP
                  Last edited by jmucchiello; 03-02-2019, 01:24 PM.

                  Comment


                  • #10
                    Re: jmucchiello's characters

                    First draft: PL12/180

                    Molecule Man (Hero; PL: 12; PP: 183/180)

                    STR: -1; AGL: 3; FGT: 1; AWE: 8
                    STA: 5; DEX: 3; INT: 2; PRE: 0
                    Dodge: 8; Parry: 8; Fortitude: 10; Toughness: 16; Will: 14

                    SKILLS: Athletics -1; Deception +0; Expertise: Laverne and Shirley +5 (3r); Expertise: nuclear plant operation +5 (3r); Insight +13 (5r); Intimidation +0; Perception +13 (5r); Persuasion +0; Stealth +3
                    LANGUAGES: English
                    ADVANTAGES:

                    COMBAT Initiative: +3; Close: +1; Ranged: +3
                    • Affliction: Burst Area Affliction 12: (Fortitude DC 22) Range: 120 feet radius sphere, dc 22
                    • Affliction: Cumulative Affliction 15: +9 (Fortitude DC 25) Range: 375/750/1500 ft.
                    • Blast: Damage 15: +9 (DC 30) Range: 375/750/1500 ft.
                    • Create: Create Attack 15: +9 (Dodge DC 25) Range: 375/750/1500 ft.
                    • Grab: +1 (Special DC 9) Range: Close
                    • Move Object: Move Object 15: +9 (DC 30) Range: 375/750/1500 ft.
                    • Throw: +3 (DC 14) Range: Varies by weight
                    • Transform: Transform Attack 12: +12 (Dodge DC 22) Range: 300/600/1200 ft.
                    • Unarmed: +1 (DC 14) Range: Close

                    POWERS
                    • Cosmic Sense: Senses 10 - Accurate: Cosmic Sense, Acute: Cosmic Sense, Analytical: Cosmic Sense, Awareness: Cosmic Awareness, Extended: Cosmic Sense 5 (X100k); Flaws: Distracting (5 PP)
                    • Flight: Flight 4 Speed: 30 miles/hour, 500 feet/round - (8 PP)
                    • Molecular Manipulation - (76 PP)
                      • Affliction: Burst Area Affliction 12 - 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Area (Burst) 3 (120 feet radius sphere, dc 22), Selective (1 PP)
                      • Affliction: Cumulative Affliction 15 - 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude; Extras: Accurate 3 (+6), Cumulative, Increased Range (Ranged) (1 PP)
                      • Blast: Damage 15 - Extras: Accurate 3 (+6), Increased Range (Ranged), Multiattack, Variable Descriptor: Any matter or "scientific" energy descriptor 2 (Broad group - any matter or "scientific" energy descriptor) (1 PP)
                      • Create: Create Attack 15 Volume: 32000 cft. - Extras: Accurate 3 (+6), Attack: Dodge, Impervious, Increased Range (Ranged), Innate, Subtle 2 (Invisible); Flaws: Permanent (1 PP)
                      • Move Object: Move Object 15 800 tons - Extras: Accurate 3 (+6), Damaging, Precise, Variable Descriptor: Any kind of matter 2 (Broad group - any kind of matter) (1 PP)
                      • Movement Effects: Movement 12 - Dimensional 3 (Any dimension, 25 tons), Permeate 3 (Full speed), Safe Fall, Space Travel 3 (Other galaxies), Water Walking 2; Extras: Increased Mass 10 (1 PP)
                      • Open AE - (1 PP)
                      • Open AE - (1 PP)
                      • Teleport: Teleport 17 500 miles in a move action, carrying 25 tons - Extras: Accurate, Change Direction, Change Velocity, Dimensional 3 (Any dimension), Increased Mass 10, Precise (67 PP)
                      • Transform: Transform Attack 12 Transforms: 3200 lbs. - Affects: Anything; Extras: Accurate 5 (+10), Attack: Dodge, Increased Range (Ranged), Innate; Flaws: Custom: Affecting living matter is TIRING, Permanent (1 PP)
                    • Protection: Protection 11 +11 Toughness - (11 PP)
                    • Vision: Senses 20 - Counters All Concealment: Vision, Counters Illusion: Vision, Extended: Vision 3 (X1k), Infravision, Microscopic Vision 4 (Atom-size), Penetrates Concealment: Vision, Ultravision; Flaws: Distracting (10 PP)

                    Gender: Male Age: 28
                    Eyes: Blue Hair: Brown
                    Height: 5' 7" Weight: 140 lb.

                    COMPLICATIONS
                    Inexperienced: He doesn't realize he can transform living creatures just as easily as he can non-living objects. And yet he constantly gives himself the ability to adapt to various inhospitable environments, such as space.
                    Relationship: Owen is in love with Volcana (Marsha Rosenberg).

                    TOTALS: Abilities: 42 + Powers: 110 + Advantages: 0 + Skills: 8 + Defenses: 23 -> 183

                    2nd Draft PL13/165

                    Molecule Man (Hero; PL: 13; PP: 164/165)

                    STR: -1; AGL: 3; FGT: 0; AWE: 9
                    STA: 6; DEX: 3; INT: 2; PRE: -1
                    Dodge: 8; Parry: 8; Fortitude: 12; Toughness: 18; Will: 14

                    SKILLS: Athletics -1; Deception -1; Expertise: Laverne and Shirley +5 (3r); Expertise: nuclear plant operation +5 (3r); Insight +12 (3r); Intimidation -1; Perception +12 (3r); Persuasion -1; Stealth +3
                    LANGUAGES: English
                    ADVANTAGES:

                    COMBAT Initiative: +3; Close: +0; Ranged: +3
                    • Blast: Damage 15: +11 (DC 30) Range: 375/750/1500 ft.
                    • Create: Create Attack 15: +11 (Dodge DC 25) Range: 375/750/1500 ft.
                    • Grab: +0 (Special DC 9) Range: Close
                    • Grab Everyone: Burst Area Affliction 13: (Fortitude DC 23) Range: 60 feet radius sphere, dc 23
                    • Move Object: Move Object 15: +11 (DC 30) Range: 375/750/1500 ft.
                    • Nullify: Nullify 13: +13 (DC 23) Range: 65/130/325 ft.
                    • Petrification: Progressive Affliction 17: +9 (Fortitude DC 27) Range: 170/425/850 ft.
                    • Throw: +3 (DC 14)
                    • Transform: Transform Attack 13: +13 (Dodge DC 23) Range: 65/130/325 ft.
                    • Unarmed: +0 (DC 14) Range: Close

                    POWERS
                    • Flight: Flight 4 Speed: 30 miles/hour, 500 feet/round - Flaws: Platform (4 PP)
                      He grabs a chunk of ground, wall, etc and steps on to fly around.
                    • Molecular Manipulation - (66 PP)
                      • Blast: Damage 15 - Extras: Accurate 4 (+8), Increased Range (Ranged), Indirect 4 (Any point, any direction), Multiattack, Variable Descriptor: Any matter or "scientific" energy descriptor 2 (Broad group - any matter or "scientific" energy descriptor) (1 PP)
                        He can fling existing objects at people or he can manifest a variety of energies: light, strong nuclearn, weak nuclear, gravity, electricity, etc.
                      • Create: Create Attack 15 Volume: 32000 cft. - Extras: Accurate 4 (+8), Attack: Dodge, Increased Range (Ranged), Innate, Subtle 2 (Invisible); Flaws: Permanent (1 PP)
                        This is generally a "transform air into solid stuff" effect emulated by Create. But MM can create matter from nothing, too.
                      • Grab Everyone: Burst Area Affliction 13 - 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Area (Burst) 2 (60 feet radius sphere, dc 23), Feature: Substance used to grab can be nearby material or material MM bings into existence., Selective (1 PP)
                        Everyone he targets becomes encased in some substance or another and held at bay.
                      • Move Object: Move Object 15 800 tons - Extras: Accurate 4 (+8), Damaging, Precise, Variable Descriptor: Any kind of matter 2 (Broad group - any kind of matter); Descriptors: Gravity, Kinetic (1 PP)
                        The reason the item moves my be gravatic manipulation or he might knock existing matter into the thing he is moving billiards style.
                      • Movement Effects: Movement 12 - Dimensional 3 (Any dimension, 25 tons), Permeate 3 (Full speed), Safe Fall, Space Travel 3 (Other galaxies), Water Walking 2; Extras: Increased Mass 10, Variable Descriptor: depends on movement type (Close group - depends on movement type) (1 PP)
                        He can perform all of these movement types in a variety of ways.
                      • Nullify: Nullify 13 - Counters: Elemental and Energy Effects (not Mental effects; Extras: Accurate 5 (+10), Broad, Increased Duration 2 (Sustained), Precise, Simultaneous; Flaws: Diminished Range 2, Limited: Effect returns 1 rank per round (1 PP)
                      • Open AE - (1 PP)
                      • Open AE - (1 PP)
                      • Petrification: Progressive Affliction 17 - 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Transformed, Resisted by: Fortitude; Extras: Accurate 3 (+6), Feature: Result of transformation is any solid substance: glass, wood, stone, metal, etc., Increased Range (Ranged), Incurable, Progressive, Reversible; Flaws: Diminished Range, Limited: Only works on living targets (56 PP)
                      • Teleport: Teleport 11 8 miles in a move action, carrying 3200 lbs. - Extras: Accurate, Change Direction, Change Velocity, Dimensional 3 (Any dimension), Extended (2000 miles in 2 move actions), Increased Mass 6, Precise (1 PP)
                      • Transform: Transform Attack 13 Transforms: 3 tons - Affects: Broad > Broad - anything non-living to anything non-living; Extras: Accurate 5 (+10), Attack: Dodge, Increased Range (Ranged), Innate; Flaws: Diminished Range 2, Distracting, Permanent (1 PP)
                    • Protection: Protection 12 +12 Toughness - (12 PP)
                    • Vision: Senses 18 - Counters All Concealment: Visional, Counters Illusion: Visional, Extended: Choose Sense 1 (X10), Infravision, Microscopic Vision 4 (Atom-size), Penetrates Concealment: Visional, Ultravision; Flaws: Distracting (10 PP)
                      • Alt: Cosmic Sense: Senses 9 - Accurate: Cosmic Sense, Acute: Cosmic Sense, Analytical: Cosmic Sense, Awareness: Cosmic Awareness, Extended: Cosmic Sense 4 (X10k) (1 PP)

                    Gender: Male Age: 28
                    Eyes: Blue Hair: Brown
                    Height: 5' 7" Weight: 140 lb.

                    COMPLICATIONS
                    Inexperienced: He doesn't realize he can transform living creatures just as easily as he can non-living objects. And yet he constantly gives himself the ability to adapt to various inhospitable environments, such as space.
                    Relationship: Owen is in love with Volcana (Marsha Rosenberg).

                    TOTALS: Abilities: 42 + Powers: 92 + Advantages: 0 + Skills: 6 + Defenses: 24 -> 164
                    Last edited by jmucchiello; 12-04-2018, 12:36 AM.

                    Comment


                    • #11
                      Re: jmucchiello's characters

                      From Plan B's Freedom City 2020 game, yet another unpicked hero.

                      Jackhammer (Hero; PL: 10; PP: 150/150)
                      STR: 15; AGL: 1; FGT: 5; AWE: 5
                      STA: 11; DEX: 0; INT: 5; PRE: -1
                      Dodge: 5; Parry: 5; Fortitude: 11; Toughness: 15; Will: 9

                      SKILLS: Athletics +15; Close Combat: Jackhammer Attack: Damage 10 +10 (5r); Deception -1; Expertise: Computer Game Designer +6 (1r); Expertise: Physics +6 (1r); Insight +6 (1r); Intimidation -1; Investigation +6 (1r); Perception +6 (1r); Persuasion -1; Ranged Combat: Throw +5 (5r); Stealth +1; Technology +6 (1r)
                      LANGUAGES: English
                      ADVANTAGES: Accurate Attack; All-out Attack; Benefit, Wealth (well-off); Defensive Attack; Improved Critical: Unarmed; Move-by Action; Second Chance 2: Mind Control, Mental Afflictions

                      COMBAT Initiative: +1; Close: +5; Ranged: +0
                      • Grab: +5 (Special DC 25) Range: Close
                      • Jackhammer Attack: Damage 10: +10 (DC 25)
                      • Shockwave Clap: Cone Area Damage 10: +5 (DC 25) Range: 60 feet cone, dc 20
                      • Throw: +5 (DC 30) Range: Varies by weight
                      • Unarmed: +5 (DC 30) Crit: 19-20 Range: Close

                      POWERS
                      • Flight: Flight 6 Speed: 120 miles/hour, 1800 feet/round - Extras: Aquatic (13 PP)
                      • Immunity: Immunity 15 - Critical Hits, Custom: Vision Dazzle 2, Life Support, Sleep; Flaws: Quirk: Does not include Starvation & Thirst (14 PP)
                      • Protection: Protection 4 +4 Toughness - (4 PP)
                      • Regeneration: Regeneration 1 Every 10 rounds - (1 PP)
                      • Senses: Senses 2 - Darkvision (2 PP)
                      • She doesn't look all that strong or tough: Feature 1 - (1 PP)
                      • Strength Stunts - (12 PP)
                        • Enhanced Ability: Enhanced Strength 5 +5 STR - Ability: Strength (1 PP)
                        • Jackhammer Attack: Damage 10 - Extras: Multiattack; Flaws: Limited: Strength Effect (10 PP)
                          See shockwave clap for details about "Strength Effect" Limitation. Also, for some reason Multiattack on Strength Effect with Partial effect doesn't subtract levels correctly.
                        • Shockwave Clap: Cone Area Damage 10 - Extras: Area (Cone) (60 feet cone, dc 20); Flaws: Limited: Strength Effect; Descriptors: Sonic (1 PP)
                          This should be a "strength effect" with Area: Burst inside. But doing that does not make it show up in the attack list. (Adding attack fails as the somehow "strength effect"s are not personal.) So this damage effect has the -1ppr limitation "strength effect" to offset the +1ppr for the damage power.
                      • True Danger Sense: Senses 7 - Accurate: People in Danger, Acute: People in Danger, Detect: People in Danger 2 (Ranged), Extended: People in Danger 1 (X10), Radius: People in Danger (7 PP)
                        Active danger to anyone within a few hundred feet will generally be noticed with this sense.

                      Gender: Female Age: 29
                      Eyes: Blue Hair: Blonde
                      Height: 5' 1" Weight: 128 lb.
                      BACKGROUND
                      Jill Hamer is a game designer for Skull Port Studios, a company known for its hit game series Here You Scream. She is the story lead on HYS 3: We All Scream, a survival horror title due on shelves in three years. She was originally going to be lead on HYS2 but as it was about to go into production, she disappeared for a week. No one, including her, knows where she was or how she got back. But when she returned she didn't feel any different. She didn't look any different. Her skin is not tougher or rougher than anyone else's skin. And yet, somehow, she was much stronger, much healthier, much more resistance to damage, could fly, and other weird abilities.

                      Her friends have always called her a do-gooder and that personality quake made it impossible for her to not stop a mugging or two. Not stop a store robbery. Eventually she bought a proper costume and started doing good as a costumed vigilante.

                      She lives in mid-town, alone with her cat Graham, not far from Castle Comics. As a kid she was a late-bloomer and kind of chubby. It wasn't until college that she gained any kind of feminine curves. She tends to be awkward. She tries to sound intimidating but it just never seems to work. She calls herself Jackhammer because of her fast punching ability.

                      COMPLICATIONS
                      Hatred: Mind Control specifically and general mentalism less severely. She does not know why this bothers her so much. It actually has something to do with her Lost Time. She doesn't know this but whatever was done to her included this hatred so that she would not seek out from a mind reader to find out what happened when she was missing.
                      Identity: She tries to keep her normal identify secret to protect her friends and family. She also keeps her hero identity secret from her friends and family.
                      Lost Time: She does not know her power origin. She is unaware of what or how they came about.
                      Motivation: Doing Good
                      Overlooked: Most people see her as the younger sister. She gets carded at bars because she can still pass for a teen. Her lack of Presence doesn't help.
                      Relationships: Her parents live in a suburb north of Freedom City. Mary Hamer owns a pet grooming service and Todd Hamer works in the city at a financial firm.
                      Tony Bishop, her platonic BFF from high school whom she has no idea crushes on her madly. He no longer thinks he'll ever date her. But there's always hope. He's a computer games nerd like she is and he is amazed to know someone in the biz.
                      Kelly Harrison, Monica Ramirez, and Angela Smith are sorority sisters whom Jill meets a couple times a month for "girls night out." They all live in various parts of the city.

                      TOTALS: Abilities: 72 + Powers: 54 + Advantages: 8 + Skills: 8 + Defenses: 8 -> 150

                      Comment


                      • #12
                        Another failed bid to get into a game[/url].
                        -----

                        Foxy
                        (Hero; PL: 8; PP: 120/120)
                        Strength: 0/-1; Agility: 2; Fighting: 0; Awareness: 4
                        Stamina: 6; Dexterity: 0; Intellect: 0; Presence: 4
                        Dodge: 8/10, Parry: 8/10, Fortitude: 8, Toughness: 8/6, Will: 8
                        Number after slash are Fox Form numbers

                        COMBAT
                        Initiative: +2; Close: +0; Ranged: +0
                        • Claw. Claw, Bite: Damage 6: +10 (DC 21) Range: Close; Multiattack (Fox Form Only)
                        • Grab: +0 (Special DC 10) Range: Close
                        • Lightning: Line Area Damage 8: (DC 23) [Electricity] Range: 5 feet wide by 30 feet long
                        • Telekinesis: Move Object 3: +8 (DC 23) Range: 75/150/300 ft.
                        • Throw: +0 (DC 15)
                        • Unarmed: +0 (DC 15) Range: Close

                        SKILLS: Athletics +0; Deception +14 (10r); Expertise: Stage Magic +10 (10r); Insight +10 (6r); Intimidation +4; Perception +10 (6r); Persuasion +8 (4r); Sleight of Hand +10 (10r); Stealth +10 (8r)
                        LANGUAGES: English
                        ADVANTAGES: Attractive 2 (free), Luck 2, Power Attack, Skill Mastery: Deception (free), Taunt (free)

                        POWERS
                        • (PRE-House Rule): Enhanced Presence 4 +4 PRE - Ability: Presence; Advantages: Attractive 2, Skill Mastery: Deception, Taunt; Flaws: Limited: Free Interaction skill Advantage for each rank of PRE (8 PP)
                          Skill Mastery: Deception allows her to make routine disguise checks even under heavy scrutiny.
                        • Any Human Form: Morph 2 +20 Deception checks to disguise; Narrow group - (11 PP)
                          • Alt: Superior Senses: Senses 10 - Accurate: Evil, Counters All Concealment: Vision, Detect: Evil 2 (Ranged), Ultra-hearing (1 PP)
                            When she is in human, non-foxgirl hybrid form, she loses her Oni senses.
                        • Immunity: Immunity 1 - Aging (1 PP)
                        • Protection: Protection 2 +2 Toughness - (2 PP)
                        • Supernatural Abilities - (33 PP)
                          • Dream Walking -
                            • Illusion: Illusion 8 Area: 250 cft. - Affects: Three Sense Types - Sight and Sound; Flaws: Limited to One Subject, Limited: Subject must be asleep
                            • Mind Reading: Cumulative Mind Reading 8 - Extras: Cumulative; Flaws: Limited: Subject must be asleep
                          • Entrancing Speech: Cumulative Burst Area Affliction 8 - 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will; Extras: Area (Burst) (30 feet radius sphere, dc 18), Cumulative; Descriptors: Auditory
                          • Fox Form - Activation: Move Action
                            • Claw. Claw, Bite: Damage 6 - Extras: Accurate 5 (+10), Multiattack
                            • Enhanced Trait: Enhanced Trait -2 - Traits: Toughness -2
                            • Shrinking: Shrinking 4 -1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank - Flaws: Permanent
                            • Speed: Speed 2 Speed: 8 miles/hour, 120 feet/round -
                          • Illusory Effects -
                            • Environment: Environment 1 Radius: 30 feet - Cold (Extreme), Heat (Extreme), Light (Bright), Visibility (-5); Flaws: Limited: Hot or Cold, Bright or Dark (Maximum 4 ranks at a time) 4
                            • Illusion: Illusion 7 Area: 125 cft. - Affects: Three Sense Types - Sight and Sound
                          • Lightning: Line Area Damage 8 - Extras: Area (Line) (5 feet wide by 30 feet long, dc 18); Descriptors: Electricity
                          • Remote Awareness: Remote Sensing 12 Range: 16 miles - Affects: 2 Types, inc. Visual; Flaws: Concentration
                          • Telekinesis: Move Object 3 400 lbs. - Extras: Accurate 5 (+10), Damaging, Multiattack, Precise, Throwing Mastery 5
                          • Unexpectedly Favorite Effect that I forgot: Feature 1 -
                            I'll put a power that I stunt in the future here because it will be obvious (in the future) that she should have had that stunt power all along.
                          • Warp: Teleport 8 Carry 50 lbs. - Extras: Accurate, Change Direction, Change Velocity, Extended (250 miles in 2 move actions); Flaws: Limited to Extended, Quirk: Wherever she arrives, she arrives in Fox Form

                        Gender: Female Age: 22
                        Eyes: Right: Purple, Left: Green Hair: Red
                        Height: 5' 5" Weight:126 lb.

                        BACKGROUND
                        Kira Donal was inside a Zig-Zag Girl box as part of a stage magic act: The Amazing Arthur. Without warning she shrank down into the form of a fox. While Arthur opening the little door she was supposed to stick her hand out of, she was looking at the pads of her forepaw in the lower part of the box. When she figured out how to grow back up to normal size, she did not realize "normal" meant she was a fox-human hybrid: human face, fox ears on her head, long bushy tail. Arthur somehow rolled with it claiming it was a transformation trick all along.

                        Over the next few days, Kira figured out how to turn herself back into her old look, although her hair tends to want to grow long and red.
                        Kira continues to work with Arthur. The act now takes advantages of her magic skills.

                        Kira has three forms. Her default look of how she use to look except she has fox ears on her head, her hair is more red, and she has five bushy, red tails. She can shift into the form of any other human shape she wishes and has become good at duplicating other people's looks and mannerisms. Finally, she can turn into a red fox, about 18 inches tall at the shoulder, 30 inches long plus an additional 24 inches of tail. The fox form shares her hair and eye colors.

                        Kira can create supernatural effects by will alone. She generally discovers them when she needs them and for all she knows there are more abilities lurking within her.

                        COMPLICATIONS
                        • Motivation: Justice
                        • Obsession - Pranks: Kira's fox-nature sometimes comes out as a prank. Her ability to misdirect people makes it even easier for her to pull off a prank so she is always looking for a new challenge.
                        • Relationship - The Amazing Arthur: Artie "The Amazing Arthur" Mendelson has been Kira's magician partner for several years. Kira is the true magician. People just expect the magician to be a man with a beautiful assistant. Still, Artie is one of her best friends, even if he has a penchant for getting into trouble.

                        MOVEMENT AND STRENGTH DATA
                        Size: Shrink size ~3 feet, Normal size ~6 ft.
                        Teleport: 250 miles per round, carrying 50 lbs.
                        Walking: 8 miles/hour; 120 feet/round; Running: 16 miles/hour; 250 feet/round
                        Swimming: 1/2 mile/hour; 6 feet/round
                        Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
                        Throwing Distances: 200 lbs. up to 6 ft, 50 lbs. up to 30 ft, 12 lbs. up to 120 ft
                        TOTALS: Abilities: 24, Powers: 55, Advantages: 3, Skills: 18, Defenses: 20 -> 120

                        HOUSE RULES
                        • Skill Points: 3 Skill Points per PP
                        • Free Interaction skill advantage for each rank of PRE

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