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Thread: Mrdent12s Character Collection

  1. #11
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    Apr 2014
    Nicholas Kozloz
    PL 10 165pp

    STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2)

    Bluff +8(+9), Diplomacy +13(+14), Escape Artist +6(+10), Gather Information +10(+10) , Intimidate +10 (+11), Knowledge(Street Wise) +10(+10), Notice +10(+11), Profession(Private Investigator) +5(+5), Sense Motive +10(+11), Sleight of hand +10(+11)

    Dodge Focus 2, Power Attack, Well Informed, Improved Pin, Grappling Finesse, Contacts, Equipment 1, Connected, Skill Mastery(Sleight of Hand, Street Wise, Gather Information, Escape Artist), Luck 2

    Gravity Fields Control: Gravity Control 10(Extras: Selective Attack; PF: Improved Range 1) [31pp pool + 3 AP = 34pp]
    AP Gravity Shot: Blast 10(Extras: Autofire; PF: Precise) [31pp]
    AP Gravitational Shift: Trip 10(Extras: Knock back, Perception Range; Flaws: Full Round Action; PF: Knockback 10, Improved Trip) [31pp]
    AP Micro Gravity Manipulation: Telekinesis 10(Extras: Perception Range; PF: Precise) [31pp]

    Gravity Shield: Forcefield 8 [8pp]

    Put Some Gravity Behind it: Strike 8(PF: Mighty) [9pp]

    Lower Personal Gravity: Leap 4(750 ft) [4pp]

    Base Attack +10, Grapple w/Telekinesis +20
    Damage: Gravity Shot DC 25 Toughness, Gravitational Shift DC10 + roll Weaker of Dex or Str, Put Some Gravity Behind it DC 25 Toughness
    Gravity Shift +10, Knockback 20
    Defense +8, +3 flat footed
    Grapple Defense +10

    Toughness +12*/+4 *with force field
    Fort +12
    Reflex +10
    Will +6

    Equipment 5ep
    Cell Phone, Laptop, Digital Camera, Handcuffs, Binoculars

    Addiction: He is addicted to gambling and poker in particular. This addiction has resulted in him having a lot of gambling debt.

    Responsibility: He owns an orphanage that takes in troubled children.

    Enemy: Maggia Nefaria has a grudge against him for betraying them.

    Past: He is a former enforcer for the Maggia Nefaria family.

    Abilities 24 + Skills 23 (92 Ranks) + Feats 12 + Powers 55 + Combat 32 + Saves 19 – Drawbacks 0 =165/165


    Nicholas never knew his birth family. He was told by the people who ran the orphanage he spent most of his early years in that they died in a car accident. As far the they knew, this was the truth. At around the age of eight, when his powers started manifesting, he started causing alot of trouble at the orphanage. He would go into fits of rage and fight other orphans. He would bet them he could do some impossible gravity defying feat and when they wouldn't pay off his bet he would beat them. He spent the next two years being shuffled around orphanages until he was adopted by an enforcer of the Nefaria family.

    Nicholas was raised to be a fighter and enforcer. By the age of 15 he was one of the premier fighters in the underground mutant fighting rings. When he wasn't fighting his adopted father was teaching him how to be a good enforcer. Sometimes all people needed was some persuasion and a silver tongue to make them change their mind. A little lying did not hurt either. Soon after his 16th birthday he was made an enforcer and protection money collector in New York. Using the skills taught to him by his adopted father, he used his words more than his fists, but a little violence never hurt.

    Nicholas quickly rose up the ranks and made quite a bit of money. It was during this time that his betting became serious. Flush with cash, he would force his way into any poker game he heard about. When he got into too much debt he would refuse to pay and cite his connections with the Nefaria family. No one tried to collect when he mentioned the family.

    His new found influence also allowed him to find out the real reason behind his birth parents deaths, the Nefaria family had ordered his adopted father to kill them and to make it look like an accident. Nicholas's father had refused to use his powers to help the Nefaria family. In a fit of rage, Nicholas almost beat his adopted father to death, but a voice in his head told him to show mercy and turn his adopted father into the police with the evidence that proved he was the murder. It was that day he resolved to leave the family and change.

    He moved down to Florida and used all his money he had made to found an orphanage for troubled youths. The worst of the worst were welcome at his orphanage and never neglected. He hired the best care giver he could find to run the orphanage and the kindest support staff. The kids under his charge became model citizens with enough love and attention. The community even gave him an award for all the community service his charges did.

    Helping troubled youths was not enough for him though. He needed to do more to write the wrongs he had done. To this end, he started the Kozloz Private Investigator service. It specialized in finding missing children, helping those who could not afford protection, and other odd tasks not done by the local law enforcement. The job came easy for Nicholas because of his extensive underground contacts and knowledge of the seedy underbelly of crime. He soon blossomed into the private investigator the poor people of his community turned to for help.

    All of his charity and good works is only his public image. He is still addicted to poker and gambling. Without the protection of the Nefaria family, he is on his own for his gambling debts that quickly mount. His powers afford him some protection, but not complete immunity from the people he owes money. The winnings he makes go mostly to support his orphanage, but a small portion go to pay off his debts which always seem to come back.

    He is an extremely nice and charming person. His eyes have a sad look in them though, almost as if he is being so nice to make up for some wrongs in his past. For the most part he stays away from vices such as prostitution and alcohol, but he cannot resist gambling. It is almost impossible for him to turn down a poker game unless there is an extremely compelling reason. He is the quintessential people person. When he is around the orphanage he owns in Flordia, he is extremely nice to the kids and is looked up to in the local community as a saint. He has little knowledge of computers preferring to use his laptop solely for note taking and picture processing purposes.

    Physical Description
    Age: 35
    Eye Color: Brown
    Skin Color: Tan
    Hair Color: Black
    Height: 6” 1”
    Weight: 190 lb
    His hair is cut short and combed. He has a few scars on his chest and arms from his days of fighting and working for organized crime. He always wears a nice tailored suit complete with a tie and fancy dress shoes. He has a semi muscular build.

  2. #12
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    Apr 2014
    Drafi Dinicu aka The Jester
    PL 7 120pp

    Abilities 48pp:
    Strength 1 Stamina 4 Agility 7 Dexterity 3 Fighting 5 Intellect 0 Awareness 2 Presence 2

    Skills 28pp:
    Acrobatics 7(+14), Close Combat(Knives) 4(+9), Deception 10(+12), Streetwise 7(+7), Perception 4(+6), Persuasion 7(+9), Ranged Combat(Knives) 6(+9), Sleight of hand 6(+9), Stealth 2(+9), Vehicles 3(+6)

    Powers 25pp:

    Knife Barrage: Damage 5(Extras: Ranged +1/rank, Multiattack +1/rank, Improved Critical 2(18-20) +2/flat, Ricochet 2 +2/flat, Penetrating 2 +2/flat) 21pp
    AE Precise Throw: Damage 5(Extras: Perception Range +2/rank, Ricochet 2 +2/flat, Penetrating 4 +4/flat) [21pp alone] 1pp as AE
    AE Stab The Sweet Spot: Damage 5(Extras: Improved Critical 4(16-20) +4/flat, Penetrating 6 +6/flat)[16pp alone] 1pp AE
    AE Disabling Throw: Affliction 5(Fortitude Save; Impaired, Hindered, Incapacitated; Extras: Ranged +1/rank, Cumulative +1/rank, Ricochet 2 +2/flat, Improved Critical 4(16-20) +4/flat) [21pp alone] 1pp AE

    Summon Knives: Feature 1(Create knives in his hand once per round as a free action.) 1pp

    Advantages 11pp:
    Defensive Roll 3, Equipment 2, Agile Feint, Evasion 2, Instant Up, Contacts, Uncanny Dodge(Visual)


    Ranged +3, Close +5
    Knife Barrage +9 Toughness DC 20 + MultiattackBonus
    Precise Throw Toughness DC 20
    Stab The Sweet Spot +9 Toughness DC 20
    Disabling Throw +9 Fortitude DC 15

    Defense 8pp:
    Dodge 7, Fortitude 7, Parry 7, Toughness 7, Will 5

    Abilities 48 + Skills 28 + Advantages 11 + Powers 25 + Defenses 8 = 120

    Motivation(Justice): Views the justice system as a failure after the death of his family by corrupt city officials and mobsters.
    Quirk: Always leaves a knife with the symbol of a jester, the mascot of his families traveling show, at the scene of his captures or kills.
    Reputation: As his vigilante persona he has a reputation fleeing when the situation looks too grim.


    Drafi was your typical traveling performer. He and his family would book tiny theaters and put on shows of amazing acrobatics, knife tricks, and simple slight of hand tricks. As soon Drafi turned 13 his parents let him be part of the act as the knife thrower. It started small at first with him only doing trick throws at fruits or small targets. As his skill progressed, he started throwing knifes at one of his 5 sisters and making interesting patterns. He got so good his parents let his sister, Julia, and him do the trick with a spinning wheel. He also was the target of knives as well thrown by Julia. She wasn't as skilled, but Drafi was able to dodge the knives really well.

    The Dinicu family traveled in this fashion for years. Naturally, traveling together made them quite close. It was hard not to be living in a RV with 8 kids and two parents. It was a treat when they could sleep in the theatre they were renting. One night after a show at a small theatre in Hadrian City, some city officials and mob enforcers came backstage.

    "Where is the tax you owe us?", said the official. The enforcers were standing behind the official with knives and baseball bats.

    "What tax? We we just small time performers.", pleaded the father. He huddled the family behind him in an attempt to protect them. Drafi was out on an errand and wouldn't be back for a couple minutes, but the rest of the family cowered behind the father.

    "I think her necklace and one of you daughters to work the streets would be a good enough tax," said the official with lust in his eyes as he gazed at the beautiful Julia.

    "You can't have her. We just want to be left alone. We will leave the city tomorrow if you want.", begged the father.

    "That is not good enough. She is coming with us.", said the official as he made his way towards Julia. The father pushed back at the official and knocked over a candle that was being used as lighting. The drapes immediately caught fire and soon the room was filling with smoke and flames.

    "Get out of here now.", said the official to the enforcers. On his way out he locked the door behind them leaving the family to burn. When Drafi got back from his errand he saw the theatre burning and the official and enforcers walking out of the theatre. After sifting through the ashes he found 9 chard bodies. In a fit of rage he went to the RV parked out back and detached the motorcycle attached to the back. Grabbing some knives, he tracked down the car the inhuman monsters were in and proceeded to kill them all by throwing knives at their heads.

    For a month he tried to be heroic and go after more mobsters, but he lacked that spark until one day when he felt invigorated. Memories of being a Jester for King Arthur and playing pranks came flooding back to him. He also noticed that he could summon knives with a simple thought. After some practice, he donned a jester hat, put on a mask, and dressed as a Jester of old. In his new guise as Jester, he went on a hunt to seek justice that could not be delivered by the system and to protect families like his. To make ends meet, he started doing street shows that showcased his skill with knives.


    Drafi is the consummate showman. Everything he does is with a good show in mind. Instead of throwing a knife straight at a guy, he will bounce it off one or two walls first just to show off the skill involved. In his non vigilante persona, he is a friendly showman who performs tricks on the street for money. After getting the spirit of Dagonet, he picked up the habit of claiming others feats as his own. As the Jester, he is merciless and unforgiving. If a criminal is particularly bad, he will return the favor in kind by seriously wounding him before finishing him off as a warning to others, He has a habit of leaving his calling card, a knife with a Jester inscribed on it.

  3. #13
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    The Last Musketeer aka Constantin Dubois
    PL 8 120pp

    Strength 1, Stamina 2/5, Agility 2/8, Dexterity 0/6, Fighting 1/7, Intellect 4, Awareness 0, Presence 0/4

    Defensive Roll 3, Accurate Attack, Defensive Attack, Improved Disarm, Taunt, Skill Mastery(Acrobatics), Languages 3(English, German, Italian, Russian), Contacts, Connected , Evasion, Well Informed

    Acrobatics +4(+6/+12), Deception +1(+1/+11), Expertise(French History) +7(+11), Investigation +2(+6), Perception +6(+6), Persuasion +2(+2/+6), Ranged Combat(Musket) +2(+2/+8)

    Magical Musketeer Uniform: Removable -1/per 5 points

    Musketeer Agility: Enhanced Trait 6(Agility) 12pp
    Musketeer Swagger: Enhanced trait 4(Presence) 8pp
    Musketeer Swords Man: Enhanced Trait 7(Fighting) 14 pp
    Musketeer Endurance: Enhanced Trait 3(Stamina) 6pp
    Musketeer Coordination: Enhanced Trait 6(Dexterity) 12pp

    Summoned Rapier: Damage 8 8pp pool + 2 AE = 10pp
    AE Dazzling Swordsmanship: Affliction 8(Will Save, Dazed, Stunned; Flaws: Limited Degree -1/rank) 8pp
    AE Paralyzing Stab: Affliction 8(Fortitude Save, Hindered, Immobile, Paralyzed) 8pp

    Summoned Musket: Damage 8(Extras: Ranged +1/rank) 16pp pool + 1AE = 17pp
    AE Knockout Shot: Affliction 8(Fortitude Save, Fatigued, Exhausted, Incapacitated; Extras: Ranged +1/rank) 16pp

    Musketeer Agility Mastery: Enhanced Trait 1(Skill Mastery Acrobatics) 1pp
    Musketeer Bluster: Enhanced Trait 6(Deception) 3pp
    Musketeer Suave: Enhanced Trait 2(Persuasion) 1pp
    Musketeer Courage: Enhanced Trait 1(Fearless) 1pp

    Initiative +2/+8
    Summoned Rapier +8 DC 23 Toughness
    Dazzling Swordsmanship +8 DC 18 Will
    Paralyzing Stab +8 DC 18 Fortitude
    Summoned Musket +8 DC 23 Toughness
    Knockout Shot +8 DC 18 Fortitude

    French(Native), English, German, Italian, Russian

    Dodge +2/+8
    Fortitude +4/+7
    Parry +1/+7
    Toughness +2/+8
    Will +4

    Power Points
    Abilities 20 + Powers 68 + Advantages 14 + Skills 12 (24 ranks) + Defenses 6 = 120

    Patriotism: The spirit of the Musketeers of old inhabits him and gives him undying loyalty to France.
    Dual Personality: As a Musketeer he is bold, fearless, and courageous. Without his Musketeer uniform he is a shy academic.
    Hatred: Nazi's
    Fame: The Last Musketeer is a well known hero in France and admired by many. The Vichy regime would like nothing more than to capture and execute The Last Musketeer to help make his hold on France stronger.


    There is a legend of a great musketeer infused with almost magical powers. Of the great royal troops, he was the greatest. Some said he sold his soul to the devil while others claimed he was the embodiment of the musketeer spirit. When the musketeers were disbanded, the man disappeared and was never heard from again.

    As a young boy Constantin dreamed of being a musketeer. He read The Three Musketeers so much that the binding the on the book wore out. He was especially entranced by the legend of the greatest musketeer. As he got older he fell in love with the rich history of France portrayed in the musketeer novels by Dumas. His parents called him crazy for a choosing a life in academia studying French history, but for Constantin it was his dream. In college he managed to earn a doctorate in history with his dissertation focusing on the rise and fall of the French monarchies. Once he earned a professorship at Paris University, he was able to realize his dream of tracking down the truth behind the greatest musketeer that ever lived.

    Constantin searched libraries far and wide for any reference to his childhood hero. All his researches lead him to a woman named Adele Roux. She was the last living descendant of Charles Roux, the man behind the legend. Needless to say, he was ecstatic when he met her. He talked for hours and hours about what her ancestor meant to him as a child and the need for France to have a hero like that again to stand up to it's enemies. She was so impressed by his passion for France and the legend that she brought out the uniform of her descendant and gave it to Constantin on the condition he be the hero France needed. That day The Last Musketeer was born.

    Constantin could tell it was only a matter of time before Germany rose to power again because of the lessons taught to him by history, so he waited and honed his skills helping the French expand their power and defending the home land from super villains. When the Blitzkrieg of France started he was on the front lines, helping his nation stave off the Germans to no avail. The French and British were too unprepared. He would have stayed and helped the French resistance, but there were already masked heroes helping the resistance. His place was by Charles De Gaulle's side in helping to free the colonies before taking back the homeland. In the years after the fall of France, he worked with other heroes across the globe to help push back against the Nazi's.

  4. #14
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    Re: mrdents menagerie of characters

    Arthur Pewty(Number 2)
    PL 10
    Age: 32


    Arthur, Arty as he was known by his friends, was your typical teenage boy growing up in Briton. He went to school, dated girls rather successfully, and watched football with his mates. There really wasn't anything special about him, aside from some minor psychic abilities hardly worth mentioning. On a good day, he could bend a spoon. It was those days he usually made his mother cross. Like all teenage boys, Arty yearned for more. Adventure, excitement, and fighting villains were just some of the things he dreamed of as he went through his boring life of bending spoons and doing school work. Most days he ended up bending spoons as he wasn't the most academically gifted.

    Everything changed when an advert for minor psychic talent was put out by an eccentric billionaire Donovan Kensly. It offered the chance to train up ones abilities and be part of a globe trotting super hero team. The fame, adventure, and excitement was too much for Arthur to resist. At first his parents said no, but what teen really listens to their parents when they really want something? His parents knew he would go. At least if they let Arthur go he would stay in touch. Plus, they would save on spoons. There was one catch, he would have to leave Briton and go across the pond to America. Right after he called the number, there was enough funds for a one way ticket wired to him.

    Soon after arriving in America, all the required documents were handled to allow Arthur to stay in America as long as he wanted. Any obstacle to him staying and training was removed by the power of green pieces of paper. These green pieces of paper also provided a large training facility fully equipped with goats, rabbits, bears, and any other sort of animal it was deemed safe to hone psychic abilities on. Arthur and five others who responded were briefly told that they were going to be part of a well funded and highly skilled team of psychic warriors. It would be brutal and many cute bunnies might die, but in the end the six of them would be the premier psychic warriors on the planet.

    Training consisted of sitting on a chair and staring at an animal for several hours a day. At first, some of the team drew bears, but that was stopped due to casualties. The team went from six to five. Bunnies, dogs, hamsters didn't work out either. All of the trainees didn't have the heart to hurt them. Eventually, they settled on goats. They were docile enough not to reduce the number of team members, but not so cute the trainees didn't want to hurt them. Once the proper animal was found, training progressed rapidly.

    Each team member had their own special role to play. Randolf Hearst could see the future, Eliza Hearn probed minds, Andy Lugs could walk through walls, Mary Smith planted ideas in minds, and Arthur was the telekinetic. None of them, except Arthur, had the most pleasant personalities. Randolf was too worried about what was coming, Andy loved going through walls too much, Mary had a vicious streak, and Eliza always read the worst of creatures. Arthur was the most well adjusted and social one of the lot. After training was finished, they were each assigned numbers starting at 2. Donovan insisted on being number one. Arthur was given the leader position, number 2.

    The group of psychic combatants started small. There was a crime family take down in Russia, which put the team on the map. That victory was followed up by stopping underground clubs that allowed non powered people to beat up people with powers who were sedated. Like a river, the victories kept coming and Arthur was the face of it all. He would lead the team into battle and deal with the occasionally messy aftermath. No matter how many victories the team racked up, they were still known as the goat team.

    One mission in particular stuck out from the others. Word had gotten to the team that there was a messy demon infestation in Japan. The other heroes of the world were busy, so AEGIS called in the goat team. Their point of contact was an agent named Mike. Upon arrival he had some goats waiting for their private plane at the airport, just in case they wanted to train. It wasn't all fun and games. When the Oni were threatened, it took Mike and all of the goat team to get rid of the demons. Arthur got lucky, he was able to stay out of their heads. The rest of the goat team wasn't so lucky.

    Missions went on for a few more years, but it wasn't the same after the Oni battle. Mikes antics when he and the team crossed path, after his tenure with AEGIS was finished, did not carry the same humor value for the rest of the team as they did for Arty. Near the end, it wasn't a giant or super villain who broke up the team. It was a girl. Kamiko Lee started dating the teams mind prober Eliza. She was the first to leave on her own with the encouragement of Kamiko. Mike filled in for a couple missions, but it just wasn't the same. The goat team ended with a whimper, not a bang.

    For a time, Arthur retired from the pyschic warrior gig for a more lucrative personal relations position. He had a knack for getting out of press conferences when objects mysteriously fell or lights went out. The super hero flair wasn't quite dead for Arty. It was just hidden in a dark basement behind a door with a sign that read beware of cougars. Mike fanned it when he would call Arty about some mission he was just on or exciting thing he did. The rest of the goat team all went their separate ways and hardly ever spoke. Kamiko tried to bring the group back together, but it was too little to late. When the call came from Mike about joining a new team, Arty could not resist the call anymore.

    Character Sheet:

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

    Deception 4(+4), Expertise(Public Relations) 4(+6), Insight 8(+12), Perception 4(+8), Persuasion 4(+4)

    Eidetic Memory, Jack-of-all-trades, Ultimate Effort (Will checks)


    Telekinesis: Move Object 10(Extras: Accurate 4 +4/flat) 24pp

    Telekinetic Bolt: Ranged Damage 10(Extras: Accurate 4 +4/flat) 24pp
    AE: Telekinetic Grab: Affliction 10(Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile; Extras: Ranged +1/rank, Extra condition +1/rank, Concentration +1/rank, Accurate 4 +4/flat; Flaws: Instant Recovery -1/rank, Limited Degree -1/rank) (24pp) 1pp
    AE: Telekinetic Column: Damage 8(Extras: Line Area 2 (60 feet) +2/rank) (24pp) 1pp
    AE: Telekinetic Constructs: Create 8, Movable (24pp) 1pp

    Telekinetic Shield: Impervious Protection 10(Extras: Sustained +0/rank) 20pp

    Telekinetic Flight: Flight 5( 60 MPH; Flaws: Distracting -1/rank) 5pp

    Initiative +2
    Ranged +2
    Close +4
    Telekinetic Bolt +10 DC 25 toughness
    Telekinetic Grab +10 DC 20 dodge
    Telekinetic Column DC 23 toughness

    Dodge 8
    Fortitude 7
    Parry 8
    Toughness 12
    Will 12

    Abilities 36 + Skills 12 + Advantages 3 + Powers 76 + Defenses 23 = 150


    Famous: He was the face of the once popular goat team. This leads villains to occasionally challenge him and people ask for autographs at awkward times.

    Motivation(Thrills): Arthur loves the excitement and adventure that comes with the life of a super hero.

    Responsibility(Parents): Arthurs parents still live in England and he sends them money every month to help with the bills.

    Phobia(Goats): He cannot bring himself to hurt a goat.


    Arthur is a laid back, fun loving guy. When the situation calls for it, he is usually the first one to step up and take charge. He may not be the most charismatic, but he makes up for it in intuition and knowing the right words to say. As a leader his style is to let each member do what they do best and step in when the team stops acting like a team.

    Power Notes

    His powers manifest as little spheres, barely visible to the human eye. He uses these spheres to move objects, create objects, and apply force to other people.

  5. #15
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    Apr 2014

    Re: mrdents menagerie of characters

    Alexis Ross aka Shifter
    PL 7
    Age: 22



    Before the event, as she called it, Alexis lead a boring life in the suburbs. Her parents weren't rich, but they made more than enough to provide her a good home, comfortable life, and safety. Bradley, her father, worked as a scientist for a small drug company named Regulax. Mary, Alexis's mother, had worked as a secretary there until meeting Bradley and becoming a full time home maker. While Regulax was a small company, it held some potentially very profitable drug patents that just needed to get to market. This was a large part Bradleys doing for the company. By any external view, Alexis had a good life with a father who was on the verge of striking it rich.

    Alexis's parents nurtured her love for animals and got her all the books she wanted on them in hopes she would become a veterinarian or animal researcher. She had radically different dreams. All her life she had dreamed of living and working with animals in the wild or city. Her love for animals grew to the point where she joined animal rights groups and started protesting the treatment of animals by people like her father. Needless to say, this development was quite shocking to Mary and Bradley. They had sheltered their daughter from all of the troubles in life and she became an animals rights activist. Through her childhood they had prepared for a rebellious party girl, but they never expected the books on animals to make her an animals rights activist.

    After her third arrest for trespassing during a protest, Bradley decided to take her on a trip so that she could get her adoration with animals satiated and see some of the world in a supervised fashion. Bradley called in a few favors at work and joined a group going to Honduras for a trip to purchase some more monkeys for the final phase of the clinical trials on a few ground breaking drugs. Alexis was mainly excited to go because she had just graduated high school and had planned on taking a year off before going to school to be an animal trainer. Getting out of her protected shell and seeing the jungles of Honduras was the perfect start to her year long adventure, she thought.

    The Breakout Event

    After the lab monkeys were procurered, Regulax gave Bradley and his daughter a few days to see the La Mosquita jungle. They even payed for the plane to drop off and pick up the two in 4 days as well as the guide to show them the jungle. Alexis liked to think the company was doing good, but in reality they didn't want her anywhere near the monkeys, in case she decided to liberate them. Bradley knew the secret reason, but he wasn't about to tell his daughter that.

    The first day went swimmingly well. Their plane arrived on time, their guide met them at the proper time, and the trip down the rivers to their first camp had no hitches. Bradley was playing the typical tourist and taking snapshots of the whole thing on his new fancy Canon camera. Alexis, on the other hand, was just soaking in all the beauty and wonder. After living her whole life in the city, she could not quite get used to seeing monkeys swing by as if going along business as usual. Even the animals that were sun bathing delighted her.

    On the second day of the trip, things made a turn for the worse. The cayuco that had transported the trio down the rivers got a hole and sank in the night. To add gas to the fire, it turned out that the guide had links to drugs cartels. It was their plan to kidnap Bradley and his daughter so that Bradley would work for the cartel. He had sunk the cayuco and signaled the cartel on a satellite phone once Bradely and Alexis were tied up.

    Being kidnapped had been something Alexis had only heard about on T.V. She never thought it could happen to her. After a day of being tied up, the cartel gunmen arrived at the makeshift kidnapping base. As Alexis and Bradley were being loaded into the boat, some unlikely rescuers came to their aid. Local indigenous tribes sprung an ambush on the drug runners. In the fight, Alexis got shot twice and passed out.

    She woke up in a hospital bed in Tegucigalpa. Her father and mother were waiting by her bed side. At the first sign of her opening her eyes, they pounced and hugged her until a nurse had to rush in so Alexis could breathe. It had turned out, the tribe had followed the drag cartel members in the jungle since they arrived. After the fight, Bradley was able to use the satellite phone to make a quick call to the rest of the Regulax party. Regulax felt so bad, and wanted to keep their top scientist happy, that they payed for Alexis medical care and brought her back to the states where she recuperated quickly.

    Post Breakout

    During her recuperation, Alexis had the strangest dreams of flying like a bird at night. Also, at times she would hear talking when no one was around that concerned nuts and the best storage of them. Walking down the street she would hear voices when dogs walked by with their owners about wanting bacon or water. She passed it all off as post traumatic stress from being shot. Being a bird and hearing dogs only happened in movies or books she had read before. Not once did she believe that she was the bird some nights and was hearing dogs babble on.

    Two months into her recovery, when she felt she was losing her mind, she decided to put it to the test. Concentrating real hard, she went into the back yard of her parents home and thought really hard about being a pigeon. To her great amazement, she found herself much smaller and a with wings. Taking the test further, she mimicked the flying motions in her dreams and actually flew. To be sure she wasn't hearing voices, she flew to a back yard of a house near by and changed herself into a German Shepard. In the backyard, she heard a voice complaining about being bored and happy to see another dog. Alexis replied back almost out of instinct, about wanting to play. Immediately, the dog ran towards her and started to play with her.

    This went on for a month where she steadily became able to use her powers better. The more she used her powers the more she felt a craving to go to the forests and jungles of the world. At first her parents were reluctant to let he go on a "journey of self discovery", but in the end she played the guilt card and promised to send an email every other day. For a year she lived with the animals of the world as one of them. At times she was a jaguar and other times a monkey swinging in the trees. For a month, she was part of a whale migration. The time she spent as an animal was the best time in her life.

    When she got back from her trip, she knew she wanted to be an animal psychologist. Zoos and the like brought her in to spend some one on one time with animals that were seemingly depressed. Whatever her techniques were, they worked wonders. Her reputation quickly spread as one of the best animal psychologists among the animal handling circle. Everyone thought it was her natural intuition and passion, but all she did was talk to the animals and cheer them up or directly ask them what was bothering them.

    At night, when she was alone, she would sleep in various animal forms or fly over the city like a bird. It almost started to feel like she was one with the animals. Her behavior started acting more animalistic as she spent more time as an animal. In her trade, it was considered a good thing though. One day she was offered a position as a keeper of a private animal park by an eccentric billionaire. She jumped at the chance, and almost licked the mans face before stopping herself.

    Character Sheet:

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

    Athletics 4(+4), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 8(+10), Stealth 5(+7)

    Defensive Roll 2, Move By action, Evasion, Uncanny Dodge, Jack of All trades, Great Endurance, Skill Mastery(Insight)


    Shape Shift: Variable 6(Extras: Continuous +1/rank; Flaws: Limited animal forms -1/rank) 42pp

    Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp

    Initiative +2
    Ranged +0
    Close +8

    Dodge 7
    Fortitude 5
    Parry 7
    Toughness 4
    Will 4

    Abilities 18 + Skills 19 + Advantages 8 + Powers 46 + Defenses 15 = 106


    Socially Awkward: Her behavior sometimes causes others to view her as just another animal loving freak who is crazy. This has prevented her involvement in some human social circles.

    Motivation(responsibility to make the world better): From her time living with animals she has learned that mankind can work better together and make everyone's lot better. She just wants to do her part in anyway she can.

    Police Record : She has a police record from her time as an animal activist. This can sometimes be used against her by people who wish to do her harm.

    Secret(her powers): Alexis guards knowledge of her powers. She hasn't told a single soul about them, not even her parents. If it ever got out she can "speak" with animals and turn into them, she fears she would be studied and experimented on like the monkeys in her fathers lab.


    Alexis is really passionate about animals. She loves being around animals, as one of them or not. This sometimes leads to her not acting fully human and forgetting some human etiquette. Aside from her animal side, she is a very caring person who genuinely wants to help people. She views animals as helpful to humans, but more from a position of charity than duty. Often times she can be seen talking to birds or dogs like one would talk to another human. When asked who she is talking to she smiles and says it is practice for her job. Over all, she is a very curious explorer with a fierce independent streak. Like in the animal world, she knows to get grand things done she has to work with others.

    Common Forms

    Abilities[16pp]: Strength -2, Stamina 0, Agility 3, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 0
    Skills[23pp]: Athletics 4(+2), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Intimidation -4, Perception 10(+12), Sleight of Hand 6(+6), Stealth 5(+16)
    Advantages[8pp]: Defensive Roll 2, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
    Powers[27pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Shrink 8(Permanent, Innate)17 pp;Senses 2 (extended vision, low-light vision) 2pp; Flight 4(30 mph, wings) 4pp
    Offense: Initiative +3, Ranged +0, Close +8
    Defense[15pp]: Dodge 12,Fortitude 2,Parry 12,Toughness 2,Will 4
    Abilities 16 + Skills 23 + Advantages 8 + Powers 27 + Defenses 15 = 89/93
    Abilities[18pp]: Strength -2, Stamina 0, Agility 4, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 0
    Skills[28pp]: Athletics 14(+2), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Intimidation -4, Perception 10(+12), Sleight of Hand 6(+6), Stealth 5(+16)
    Advantages[7pp]: Defensive Roll 1, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
    Powers[25pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Shrink 8(Permanent, Innate)17 pp;Senses 2 (Accurate Scent, infra vision) 2pp; Movement 1(Slithering)2pp
    Offense: Initiative +3, Ranged +0, Close +8
    Defense[15pp]: Dodge 12,Fortitude 2,Parry 12,Toughness 2,Will 4
    Abilities 18 + Skills 28 + Advantages 7 + Powers 25 + Defenses 15 = 93/93
    Abilities[30pp]: Strength 3, Stamina 3, Agility 3, Dexterity 0, Fighting 3, Intellect 1, Awareness 2, Presence 0
    Skills[21pp]: Athletics 6(+9), Close Combat(Unarmed) 6(+9), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 5(+8)
    Advantages[8pp]: Defensive Roll 2, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
    Powers[7pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Senses 3 (scent, track, ultra hearing) 3pp
    Offense: Initiative +3, Ranged +0, Close +9
    Defense[14pp]: Dodge 8,Fortitude 5,Parry 8,Toughness 5,Will 4
    Abilities 30 + Skills 21 + Advantages 8 + Powers 7 + Defenses 15 = 80/93
    Abilities[22pp]: Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 1, Intellect 1, Awareness 2, Presence 0
    Skills[21pp]: Athletics 6(+13), Close Combat(Unarmed) 6(+7), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 2(+8)
    Advantages[7pp]: Power Attack, Move By action, Evasion, Uncanny Dodge, Jack of All trades, Great Endurance
    Powers[16pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Growth 4(Permanent, Innate) 9pp;Protection 2 2pp;Senses 2 (low-light vision, scent) 2pp
    Offense: Initiative +1, Ranged +0, Close +7
    Defense[18pp]: Dodge 6,Fortitude 9,Parry 6,Toughness 9,Will 4
    Abilities 22 + Skills 21 + Advantages 7 + Powers 16 + Defenses 18 = 84/93
    Abilities[32pp]: Strength 5, Stamina 5, Agility 3, Dexterity 0, Fighting 4, Intellect 1, Awareness 2, Presence 0
    Skills[24pp]: Athletics 6(+11), Close Combat(Unarmed) 5(+9), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 12(+13)
    Advantages[6pp]: Power Attack, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
    Powers[10pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Growth 2(Permanent, Innate) 5pp; Senses 2 (Low-light Vision, Acute Smell) 2pp;
    Offense: Initiative +3, Ranged +0, Close +9
    Defense[17pp]: Dodge 9,Fortitude 7,Parry9,Toughness 5,Will 4
    Abilities 22 + Skills 21 + Advantages 7 + Powers 16 + Defenses 18 = 89/93

  6. #16
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    Join Date
    Apr 2014

    Re: mrdents menagerie of characters

    Matthew Jones aka Smiley
    PL 10

    Age: 23
    Height: 5'8


    Matthew grew up in the public housing of Chicago. Both of his parents had to work long hours for minimum wage just to pay all the bills. This was partly due to having only a high school diploma and partly because the only job experience they ever had was working as sales clerks or fry cooks at McDonalds. Together they eeked out a living better than most around them, primarily because they always had food and working electricity. They never even talked about college or getting any better station in life to Matthew, they were just too exhausted at the end of the day.

    His primary companions during the day and after school, which he paid little attention in, were his fellow upper class poor. Despite their parents not encouraging them, they longed to break into the middle class or maybe even upper class one day. Realistically they all knew that they would probably end up like their parents. To get a little spending cash, they would work as look outs for the local craps and poker games. Their parents may have been barely scraping by, but they had enough to buy a soda and some candy if the games had a lot of losers.

    As Matthew grew up, he started working part time jobs wherever he could get them. Work was scarce, but he made enough to get into a poker or craps game every now and than. While he was at the table he felt more alive than ever. He wasn't alone in his love of poker. His friends also took part when they could scrape together enough money. At this point school barely registered and he missed just enough to not be brought in for truancy. By the time he barely graduated high school, he had the gambling debt of a banker and the education of a burger flipper.

    To pay back his large debt, the loan shark brought Matthew on the payroll. Matthew had been around long enough to know his way around gambling addicts, so the loan shark, Wilfred Boyle, sent him to work in collections. Not being the most physically imposing specimen, Matthew had to rely on his wit and words. He did so well that within two years Wilfred had promoted Matthew to his apprentice. Things were looking up after being so deep in debt just two years before. The only thing that could ruin it was Sarah, Wilfreds beautiful daughter who Matthew fell in love with almost instantly.

    Sarah and Matthew started dating a year after they met, despite WIlfred expressly forbidding it. After a year of dating, the subject of marriage came up. Sarah was still in college studying to be an animal trainer and Matthew still a collector for Wilfred. They were young and in love though. Matthew would have asked Sarah on many occasions, but he was starting to fall back into his old gambling ways and did not want to drag her down. When the dreaded ultimatum came, Matthew had to let Sarah go. He refused to make her keep living life joined to a loan shark.

    Everything changed in 2008. After the accident, he realized his natural abilities to charm people were enhanced. On top of that, he learned he could channel and control emotion to the point of enhancing his own health. Sure he had heard of supers, but to actually be one? This was his ticket out of the life he was leading. As his first order of business, he "convinced" Sarahs father to turn himself into the cops for many charges related to the loan sharking business. With Wilfred out of the way, Matthew thought he could finally be with Sarah and free of the business. It was too late though. She had found someone else in college.

    Broken hearted, but ultimately happy for Sarah, Matthew took to the casinos for the next few months. He would have amazing runs of "luck" at poker, but lose even more at the craps table. Debt after debt was piling up. If he won all he needed in poker someone would be suspicious, so he went into the only business that made sense to him, public relations. Forming up his old crew and using his influence to get them into various key positions, Matthew took to the task of cleaning up reputations. What he couldn't handle in face to face meetings, he would arrange for one of his friends to help out on. Soon enough Matthew, or Smiley as he referred to himself as in front of the clients, was the best name not known.

    New revenue meant he could just gamble some more though. It got so bad he had to drive to several different cities and play poker for 3 days straight just to make the vig on the loans. He would have kept us this pattern if not for Sarah who found him in a casino after 2 days of playing cards. Her relationship had not worked out and she had been looking for him for a few months. In a matter of weeks she got him away from the tables and helped him get his creditors off his back by using his powers, which he revealed to her in a moment of weakness.

    Sarah urged Matthew to put his powers to good use. His old neighborhood could use some contracts going their way and more public funding. In no time at all, his community was full of new projects funded by grants. Money destined for big corporate dividends ended up being ear marked for grants to the poor. His old crumbling apartment had been cleared to make way for state of the art public housing. No one knew who was sending the contracts and money their way, all they got was that it was from the Smiley fund. The drug runners, pimps, and gangs also left the area because one day their leader thought it would be a good idea.

    Not long after reuniting with Sarah and starting the cleanup of his old neighborhood, Matthew and Sarah got married. She even took the lead in representing Smiley in the reputation cleanup business. Children in Matthews old neighborhood started referring to any good done as the work of Smiley.

    Character Sheet

    STR 10(+0) DEX 16(+3) CON 14(+2) INT 10(+0) WIS 18(+4) CHA 18(+4)/28(+9)

    Toughness 8 Fort 8 Reflex 10 Will 14

    Bluff 11(+15/+20), Diplomacy 11(+15/+20), Escape Artist 4(+7), Gather Information 4(+4), Street Wise 12(+12), Notice 10(+14), Sense Motive 12(+16), Sleight of Hand 6(+10), Stealth 2(+5)


    Attack Specialization(Emotion Strike) 3, Connected, Contacts, Defensive Roll 3, Dodge Focus 6, Equipment 1, Evasion 1, Jack of All Trades, Skill Mastery(Bluff, Diplomacy, Gather Information, Sleight of Hand), Well Informed, Attractive 2*

    *paid for in powers


    Immunity 5(Interaction Skills) 5pp

    Enhanced(Charisma) 10 10pp

    Emotion Control 10(PF: Subtle 2) 22pp pool + 5 AE = 27 pp
    AE: Emotion Control 10(Extras: Area(Burst), Selective; Flaws: Ranged, Distrcting; PF: Subtle 2) 22pp
    AE: Mind Reading 10(Extras: Move/Standard action, Duration(sustained lasting); Flaws: Emotions only; PF: Subtle 2) 22pp
    AE: Mind Control 10(Extras: Concious; Flaws: Distracting; PF: Subtle 2) 22pp
    AE: (Emotion channeling)Strike 10(Extras: Vampiric; PF: Subtle 2) 22pp
    AE: Healing 10(Extras: Total; Flaws: Empathic; PF: Subtle 2) 22pp

    Enhanced Feats 2(Attractive 2) 2pp

    Initiative +3

    Attack +4
    Grapple +4
    Emotion Strike +10 DC 25 toughness

    Defense 12
    Knockback -4

    Abilities 26 + Saves 23 + Skills 18 + Feats 19 + Powers 44 + Combat 20 = 150pp

    Body Armor, Cell Phone


    Addiction(Gambling): Matthew is a recovering gambling addict. At his worst, he will take any bet. For the most part, he has the problem under control and only plays in a few poker games he knows he will win at although he loses sometimes to keep up appearances.

    Old Debts: Matthew still has some outstanding debts he hasn't been able to repay. Whenever they come to collect he usually gets out of paying by using his powers. Some day it will catch up to him though.

    Relationship(Sarah): If the Smiley persona has one week point it is Sarah as the face person. Through her someone could easily get to Matthew.


    Matthew is a smooth talker and clever guy. He is also a very likable guy. To those who find him attractive, he is really likable. At times he abuses this, but with Sarahs help he is getting it under control. His time on the street taught him how to lie well and his new found powers allow him to know when anyone is lying or trying to play him. Deep down he is a very loyal guy who would do anything to help his friends. In return, they don't go blabbing his super status out of the same loyalty.

  7. #17
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    Join Date
    Apr 2014

    Re: mrdents menagerie of characters

    Rex McBain aka Wolf
    PL 10

    Age: 131
    Height: 5'6


    Rex grew up in a small farming community before the invention of things like the telephone or the radio. Life was good and simple back than. One day while herding some sheep they were attacked by wolves. That is when the claws came out. Rex and to a much lesser extent Wolfie, his trusty sheep dog, fought off the wolves. During the fight, the claws came out. They were unbreakable bone that ripped into the wolves. Amazingly, Rexes own wounds healed quickly. At first he kept it quiet until the wars came to his village. He was one of the first young men to sign up.

    His life from there was one war to another. He usually ended up being booted or "killed" for disobeying orders. Namely, he refused to go after civilians and even fought off his own side to protect the innocents. It didn't look good to have a traitor on the books, so most fighting forces he joined struck his name from the records. After a while, Rex didn't mind being "killed" so much. As long as he had his dog Wolfie with him everything was fine. There were a lot of Wolfie's over the years.

    All of the violence takes a toll on a mans soul though. Every war waged and battle fought drained his sanity just a little. After his 110th birthday he was almost certifiable. Still he kept fighting for the underdog and innocents. The last straw finally broke on a mission where he had to capture a drug lord. He wasn't expecting the drug lord to surround himself with children from the village. The inhumanity of it was too much for him. When he came to it was him, the drug lord, and Wolfie. The drug lord wasn't in one piece.

    Something had to change and something did. Rex found a powerful psionic just before passing from the mentl agony. Wolfie, his loyal dog looked at the psionic with sad eyes and psionic knew just how to cure Rex's fractured mind. With Wolfies excited permission, the psionic merged the minds of Rex and Wolfie. The dogs unconditional love and near constant cheefulness erased the pain eating away at Rex as well as the memories of the many years before. It also had the side effect of making Rex more like a dog.

    When Rex awoke he had no idea where he was. He just had the urge to run. After running for what seemed like forever, he felt some paper in his pocket telling him to report to the freedom league in the nearest town. They had prepared for him to show up and already had his uniform ready to go. As a member of the multiple teams he was assigned, Rex fought villain after villain. Something deep down still yearned to run, be pet, and chase animals.

    One day, he was just walking down the street when the urge to chase a cat he saw overcame him. Several cars and wrecked houses later, he got the cat. The freedom league was not too pleased with the incident and told him to get some help. Years of impulse control classes later, he was able to fully keep his more dog like tendencies in check. He now constantly looks for ways to get back into a team of any kind.

    Character Sheet

    STR 26(+8) DEX 26(+8) CON 26(+8) INT 10(+0) WIS 14(+2) CHA 10(+0)

    Toughness 10 Fort 12 Reflex 12 Will 6

    Climb 8 (+16), Intimidate 8 (+8), Notice 12 (+14), Stealth 12 (+20), Survival 4 (+6)

    Attack Focus (melee) 2, Defensive Roll 2, Diehard, Dodge Focus 2, Evasion 2, Improved Initiative, Instant Up, Move-By Action, Power Attack, Takedown Attack 2, Uncanny Dodge (olfactory)

    Regeneration 16 (+1 recovery bonus, bruised 1/round with no rest, injured/staggered 1/minute, disabled 1/20 minutes, ability damage 1/20 minutes; Power Feats: Diehard) 17pp

    Speed 1 1pp

    Strike 2 (retractable claws; Power Feats: Mighty, Subtle) 4pp

    Super-Senses 4 (Danger Sense [olfactory], Low-Light Vision, Scent, Tracking [Scent]) 4pp

    Immunity 1(Aging) 1pp

    Initiative +12

    Attack +8(melee +10) DC 23 toughness(DC 25 toughness w\ claws)
    Grapple +18

    Defense 10
    Knockback -5

    Abilities 52 + Saves 12 + Skills 11 + Feats 16 + Powers 27 + Combat 32 = 150pp


    Motivation(help people): He will go to any length to help a person in need despite the risk to his own life.

    Loyal to a Fault: Rex is extremely loyal and protective of people he becomes attached to.

    Dog Like Tendencies: Despite his best efforts, sometimes he can't resist growling at a cat or chasing birds. Being pet or getting a belly rub will always make him smile.


    Rex is a kind, tender, and loving person. He is the sweetest and most caring person anyone will ever meet. If you go after his friends or any innocents he will risk everything to protect them.

  8. #18
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    Join Date
    Apr 2014

    Re: mrdents menagerie of characters

    Charlie Rose(Human) aka Fred(Vodun)
    PL 10
    Age: 19


    To say Charlie was popular, fit in with a social group, or had friends would be stretching the truth to the point of breaking. For the last 5 years, to say Charlie is alive in the human sense of the word would also be taking the truth and throwing it out the window after stomping on it. Growing up, Charlie hardly saw his parents who were independently wealthy and travelled a lot. Charlie was just an accident after a few too many bottles of wine and a broken condom. He was raised by a new nanny every year who was more interested in the money than taking care of Charlie or making sure he learned basic social skills. Even in school, he never really talked with anyone. In group work he always ended up doing all of it while the other members socialised or had fun with people in other groups.

    By the time he hit middle school, everyone just thought he was that weird kid. It wasn't that he was over weight or his appearance was any different, but he just never initiated any conversation or spoke with anyone. It got so bad that some of the teachers started to worry about him. Any notes they sent home with Charlie just got responded to by an email saying "Do whatever you think is best." One day, Charlie decided to go into the counselors office so that he would have someone to talk to about what was on his mind. It ended being a good three hour talk with the final resolution being that Charlie just keep trying. A month passed with no success. The whole time Charlie had this strange feeling, like someone was watching him. Most people usually watched him though to stay away from him, so the feeling wasn't unjustified.

    One morning, a month after Charlie had poured his heart out to the counselor about just wanting a friend, he woke up one morning to find someone talking to him and moving his body. It was a surreal experience. The Vudon parasite introduced itself to Charlie and the two had quite the nice chat as the Vudon, named Fred by Charlie, went out brushing the bodies teeth, combing its hair, etc. It was the first real chat Charlie had with anyone ever. Within a couple weeks, Charlie and Fred became fast friends. At the time, Neither Charlie or Fred knew what was happening. They knew they shared a body that healed fast, did not need sleep, and was rather strong. That was about it.

    The first two years of High school were rough on the literally inseparable pair. Most of the transferring had taken place, so it wasn't like they could touch anyone. At first the bullies tried to pick on Fred and Charlie, but the pair learned to fight well enough those first two years so that no one messed with them. They didn't question much about what was happening to them as they were still trying to work out how to share the same mind. Charlie lost every battle for control, but Fred still compromised. Soon enough they were near in sync with their mannerisms and behaviors.

    Once Charlie and Fred were old enough to drive, they begged Charlies parents through emails for a motorcycle. Charlie had wanted a safe car, but Fred insisted on a motorcycle. Charlies parents had only come home a couple times since the fusing of the Vudon and Charlie. While they remarked on how cold their child was, they chocked it up to the AC and went back to plan their next trip. Their last time back, they bought Charlie a nice new motorcycle, to stop the flood of emails and entreaties. The first thing Charlie and Fred did with it was go for a ride and get into a rather nasty accident. When they awoke an hour later they found the bike okay, but several metal rods, tree limbs, and pool sticks in them. Their limbs were in all sorts of geometric shapes limbs shouldn't be in. The wounds had all healed though and all they had to do was pull the items out.

    Charlie was freaking out about the accident, but Fred was curious. The curiosity eventually spread to Charlie. They devoted themselves into getting into a good school and studying beings capable of such strange feats. A little research made Charlie and Fred realize they were almost like a zombie, without the whole rotting thing. The next two years they devoured every resource they could on mythological figures and creatures from lore. Their grades and extracurricular studies were so good, they had their pick of schools, but they wanted to stay close to home in New Mexico. If their, or rather Charlies, parents were going to be far away, Charlie and Fred could stay close.

    Once entering college, they were free of parental and nanny influence. People still stayed away from them and thought they were altogether creepy. Fred even used it to their advantage sometimes to intimidate others. Classes were a piece of cake for the pair who split the work load and got missed most classes because of their combined eidetic memory. This gave them more time to study and research mythological creatures and creatures from lore.

    Character Sheet:

    Strength 7, Stamina -, Agility 1, Dexterity 0, Fighting 6, Intellect 4, Awareness 2, Presence -1

    Athletics 6(+13), Close Combat(Unarmed) 7(+13), Deception 5(+4), Expertise(Mythology) +7, Intimidation 15(+14), Perception 10(+12)

    Eidetic Memory, Equipment 3, Power Attack, Evasion, Jack Of All Trades, Ultimate Effort Will, Uncanny Dodge, Startle


    Immunity 45(Fortitude Effects, Will Half Effect; Quirks: Not Immune to Starvation) 44pp

    Protection 10 10pp

    Regeneration 6 6pp

    Immortality 10(Flaws: Cannot come back if head destroyed.) 10pp

    Initiative +1
    Ranged +0
    Close +6
    Unarmed +13 DC 22 toughness

    Dodge 10
    Fortitude -
    Parry 10
    Toughness 10
    Will 8

    Abilities 28 + Skills 23 + Advantages 10 + Powers 70 + Defenses 19 = 150


    Motivation(Knowledge of Mythic Creatures): Fred and Charlie, after being combined have a drive to find out more about what other mythic creatures may be lurking in the shadows. If there is Zombie like beings why can't there be other things?

    Socially Stunted: Fred and Charlie are bright, but socially stupid. Charlie never fit in and Fred has only been in the world for a few years. They also tend to creep people out.

    Lacks Signs of Life: They don't appear to be alive if medically examined. Their body temperature is lower than normal and they lack even a heart beat/pulse.

    Coordination Problems Under Extreme Stress: In situations that threaten their undead life, they can sometimes suffer from indecisiveness. Charlies first instinct is to run and Fred tries to find out more about the situation before running.

    College Student: Fred and Charlie have all the responsibilities of a college student including registering for classes, tests, and trying to fit in the first year while living alone in the dorms.


    Fred and Charlie have extremely similar personalities almost to the point of being impossible to tell the two apart. They are both socially inept, curious, and long to be accepted in a larger purpose. Fred tends to be more reckless while Charlie tends to be more cautious. They have come to a mutual agreement though of not being too reckless or too cautious. To the world it looks like Fred and Charlie have a tiny bit of DID with schizophrenia, since they are always talking to each other and share the control for the most part. Ultimately though, Fred holds the power in the control balance.

  9. #19
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    Join Date
    Apr 2014

    Re: mrdents menagerie of characters

    Francis Sforza
    PL 9
    Age: 500+


    At the tender age of 22, Francis died. He lived the life of a peasant who served as a poorly trained spear man for the French forces briefly during the first Italian wars. His father was a poorly trained infantry man just like his fathers father and so on. He met his fate after being abandoned in the retreat at the battle of Fornovo. A Venetian light Calvary soldier cut him down. Sforza men had a habit of dying young and being forgotten. Francis's death wasn't even recorded. The log that recorded him as an infantryman has long since been destroyed by time. There is no record he ever existed.

    On the gloomy battle field of Fornovo Di Taro, after the battle standards had moved on and the armies of the Holy League gathered their dead, Francis awoke. Next to him was a man in formally fine English clothing resting on the hilt of an obsidian bladed sword stuck into the ground. He was humming some dreadful English hymn that Francis disliked intensely. Francis reached for the first weapon he could see, a rock no bigger than his hand, and swung at the man. Needless to say, the rock missed the Englishman. The attacks continued to miss until Francis got too tired and confused about coming back from death to fight anymore.

    The interaction went a little smoother after Francis let the man speak. He had the accent of an ancient Egyptian and introduced himself as Urshe. The lines he spoke next, Francis has only spoken to 4 others. "Welcome back. Let me be the first to welcome you to a new world of living forever, if you can keep your head and play it smart. You can live through the ages and watch as man advances beyond your wildest imagination. Our job is simple really. Clean up after the accursed shadow wars that never seem to end. You can't keep your head without a weapon and training though. It would be my pleasure to teach you and be your guide."

    The following 10 years were spent traveling Europe and training 10 hours a day. It was nonstop. The old sword Francis had acquired had to be sharpened daily. Urshe told him everyday about the various species involved in wars humanity knew nothing about. Each tell and tibit of wisdom sounded like Urshe had personal experienced it. Francis "died" so many times he lost count. A missed block, dead. Attacking when supposed to defend, dead. Thrusting when he should chop dead. It all became normal. At the end of the 10 years though, Francis was a skilled swordsman and knew everything there was to know about the races man never sees. One rule was hammered more than the others and repeated everyday of the 80 years Urshe traveled with Francis. "Never pick a side."

    Their first coverup was a Lycan attack on a Vampire stronghold. Some of the violence had spilled into the surrounding villages as Lycan's chased the surviving Vampires. More than a few townsfolk were killed accidentally or used as obstacles by the fleeing Vampires. Francis wanted to help out, but Urshe stopped him. "Interfering with their battles only leads to our near death.", Francis was told. Once the Vampires and Lycans had let the village, Francis moved in with Urshe watching. The typical spin was placed on the event as events of the devil come to torment the town and test it's faith. Francis promised the Holy See would send a priest to cleanse the town of the evil spirits and that if they spread word of the test it would only further the devils message.

    Over the next 70 years, the duo went from cover up to cover up and watched the world age. Francis was getting quite good with his old Damascus steel sword. Urshe and Francis worked so well together, some of the factions in a battle sought out the pair to clean up some mess or other. They may have hated each other, but some realized that humanity wouldn't take kindly to creatures with amazing powers roaming the earth. Urshe already had a reputation by himself, but Francis's name was gaining ascendance on it's own. One particular conflict was so messy the pair had to split the cover up work and go solo for a week. It was the last time Francis saw Urshe alive.

    By the time Francis got back to the town was cleaning up it was too late, a pack of Lycans ambushed Urshe. He managed to thin the pack quite a bit, but in the end they got his head. Francis charged in with his sword that proved futile against so many Lycans. They grabbed the blade and crumpled it in their hands like it was paper. Francis was almost done for until he gripped Urshe's obsidian sword. It felt so powerful and accurate. Lycans surrounded him, but the blade cut through them all. At the end of the battle, 15 Lycan lay at his feet. Urshe had finished off 20 of them. The only surviving Lycan could barely move after losing a few limbs. Before it died, Francis managed to get out of it that the blood vengeance was fulfilled. It seems Urshe had forgot to mention a run in with some Lycans 300 years back that had resulted in the pack swearing vengeance. Now Urshe and the pack were no more.

    Francis disappeared for 300 years. In time, he became just a legend of a cleaner. Whenever vicious battles got cleaned up and explained away to the masses, there was unsupported claims it was Francis. In the dark of the night, whispers of a Frenchman protecting the secret of nonhumans existing flourished. Try as they might though, not even the elders could find the man. It was as if he just disappeared. Overtime, his face and blade was forgotten. Rumor circulated he was a ghost or spirit. Some even claimed he was 10 feet tall with a blade made of pure magic.

    Eventually, Francis did resurface. Battles had largely faded from the public eye in favor of more secluded spots. When Francis spread his name around and claimed to be the Francis Sforza of legend, everyone just laughed. He did his job well though, so they paid him all the same. He scraped together enough cash to start his own "detective" agency. Every 10 years or so he would close it down, start a new one under a new name, and keep doing what Urshe taught him. "Stay neuatral, don't interfere, and clean". He has never told anyone what he did during those 300 years. The only ones who know are the other immortals he found along the way and taught to clean up after the shadow wars that never ended. They aren't talking.

    Character Sheet:

    Strength 2, Stamina 3, Agility 4, Dexterity 2, Fighting 6, Intellect 1, Awareness 3, Presence 0

    Close Combat Sword 4(+10), Deception 6(+6), Expertise(History) 9(+10), Expertise(nonhuman creatures) 6(+7), Insight 5(+8), Investigation 4(+5), Perception 3(+6), Persuasion 8(+8), Stealth 1(+5),

    Defensive Roll 2, Ranged Attack 2, Accurate Attack, Benefit(Alternate Identity, Wealth), Improved Disarm, Defensive Attack, Power Attack, Taunt, Equipment 2, Evasion 1. Jack of All Trades, Languages 3(English, Spanish, Russian, Mandarin), Quick Draw, Well Informed


    Immortality 16(Resurrect in 1 minute; Flaws: Beheading prevents resurrection -1/rank) 16pp
    Immunity 2(Aging, Disease) 2pp
    Regeneration 5(One every other round) 5pp
    Detect 1(Other Immortals) 1pp
    Magical Sword (Strength Based Damage 6[Extras: Affects Insubstantial 2 +2/flat, Penetrating 4 +4/flat, Improved Crit(17-20) 3 +3/flat] 15pp total; Extras: Indestructable +1/flat; Flaws: Easily Removable -6/flat) 10pp

    Initiative +4
    Ranged +4
    Close +6
    Sword +10 DC 23 toughness

    Dodge 10
    Fortitude 6
    Parry 10
    Toughness 8
    Will 9

    Abilities 42 + Skills 20 + Advantages 20 + Powers 34 + Defenses 19 = 135

    Smart Phone, Binoculars, Trench Coat w/Hidden Compartment, Flash Light, Under Cover Body Armor(Protection 3, Subtle), Camera


    Responsibility(Protect Humanity's Ignorance): His mission is the same as his mentors and the immortals he has trained over the years. Protect humanity from knowing the awful knowledge that there are things far worse than nightmares in the world.

    Secret(He is the Francis Sforza of legend): He jokes around and makes claims no one believes to reinforce the disbelief he is who he is. If word got out, especially to the masses, he would be hounded for his talents and possibly hunted for the knowledge he has.

    Relationships(HIs apprentices): Somewhere out in the world are four immortals he has trained to be cleaners. They are all relatively young(less than 400 years old). One is even 100 years old. He would go to great lengths to protect them and come to their aid.


    He is sociable, but not too social. He is charming to talk to and speaks the voice of experience. Everything about him physically says young man, but his eyes and demeanor carry the wisdom of centuries. The only thing that would stick out about him in a crowd is his long coat and French mannerisms. Both which is passed off as him being French. He loves to cook and can charm anyone with a good meal.

    Alternate Identity

    Name: Francis Moreau
    Occupation: Private Investigator
    Age: 25
    Mother, Father: Mary and Jean Moreau

  10. #20
    MCRN Admiral
    Join Date
    Apr 2014

    Re: mrdents menagerie of characters

    Edmound Dantes aka Count of Monte Cristo
    PL 10

    Age: 42
    Height: 5'9
    Deadly Sin: Greed


    Greed comes in many forms. For some it is wealth, others love, and still others adoration. Edmound fell prey to none of these things. He had all the wealth, love, and adoration due to wealth he could ever want. His greed was for revenge. It was all he lusted after while he rotted away in his cell. Each night he would dream of it. After his bout with suicide by starvation, it drove him onward. Upon his escape, the vast treasure he was given by his deceased prison friend allowed the lust for revenge to be satisfied.

    Like all lust though, the need for revenge turned into greed. It wasn't enough to strip those who made him suffer in prison of their wealth, titles, and families. He had to have more. Through deception, he exacted his toll and took his revenge by taking their sanity and lives after making them suffer the agony of losing everything. By the time the darkness came, Edmounds heart was almost completely dark. Somewhere, someplace someone had wronged someone and the need to have more revenge for slights of even the smallest magnitude was all consuming.

    The heartless made short work of taking his heart and darkening Edmounds soul. Try as as they might, the heartless could not break Dantes iron will finely honed through decades of determined and patient revenge. His heartless self was a mangled wretch, but the Darkness saw potential in his fierce resistance and sole motivation to exact exact revenge. Like others collected money, the Darkness saw Edmound collecting revenge. There wasn't a moments hesitation when Edmound was offered a position of power.

    Character Sheet

    STR 12(+1) DEX 14(+2) CON 16(+3) INT 16(+3) WIS 14(+2) CHA 20(+5)

    Toughness 10 Fort 8 Reflex 9 Will 13

    Bluff 10(+15), Diplomacy 12(+17), Disguise 5(+10), Intimidate 5(+10), Notice 11(+13), Sense Motive 5(+7)

    Attack Specialization(Illusions) 2, Dodge 5, Eidetic Memory, Skill Mastery(Bluff, Disguise, Diplomacy, Sense Motive), Power Attack, All-Out Attack

    Morph 4(Any Humanoid) 8pp

    Illusion 10(All Sense Types; PF: Progression 2) 42pp
    AE Illusionary Sword: Damage 10(Extras: Insidious, Vampiric; PF: Affects Insubstantial 2) [32pp] 1pp
    AE Illusionary Pistol: Damage 10(Extras: Insidious, Vampiric, Range; PF: Affects Insubtantial 2) [42pp] 1pp
    AE Obscure 10(All Senses; Extras: Selective; Flaws: Will Save) [40pp] 1pp

    Super Sense 4(Post Cognition; Flaws: limited to slights against others) 2pp

    Displacement 1 4pp

    Super-Movement 2(Dark dimensions) 4pp

    Summon 10(Flaws: Indifferent) 10pp

    Protection 7 7pp

    Initiative +2

    Attack +6
    Illusionary Attacks +10
    Grapple +7

    Defense 20/12 flat footed
    Knockback -5

    Abilities 32 + Saves 23 + Skills 12 + Feats 11 + Powers 80 + Combat 22 = 180pp



    Allegiance(Darkness): Despite being his own boss and having no allegiance to anyone before he became a Nobody, Edmound now serves the Darkness.

    Obsession(Ruining Lives): When Dantes feels revenge is needed for some slight, he can respond in a hugely disproportionate fashion.

    Motivation(Revenge): It is revenge that drove his once bright heart black. He now craves to collect it like men crave money, even going so far as to take revenge for someone else who might not necessarily want it.

    Power Loss(Blamless): Dantes is powerless against those who have never wronged anyone.


    Edmound Dantes is a cold, calculating, and patient person. To say he is a sociopath would be too weak. He is very good at imitating emotions and making people believe what he wants them to believe. This is especially true in how he takes advantage of a persons natural greed by offering them plenty of what they want at apparently no cost. Beneath his incredible charm, he would do anything to punish even the smallest offense by destroying the offender. Before finishing off his prey, he destroys there support system and everything that might give them strength. Another side effect of his obsession is that he remembers any slight against him and pays it back 10 fold, when the time is right.


    STR 20(+5) DEX 20(+5) CON 20(+5) INT 4(-3) WIS 8(-1) CHA 4(-3)

    Toughness 10 Fort 10 Reflex 11 Will 12

    Acrobatics 5(+10), Climb 8(+13), Notice 10(-9), Stealth 5(+10)

    Attack Focus Melee 10, Power Attack, All-Out Attack, Fearless, Favored Environment 3(Realms of darkness), Blind Fight, Dodge Focus 7

    Regeneration 15(5 heal bonus, Resurrection no action, Regen nullified by keyblade) 15pp
    Dimensional Movement 2(Dark dimensions) 4pp
    Teleport 5(Extras: Accurate, Flaws: Limited to Person of strongest offense and has heart; PF: Easy, Change Direction, Change Velocity) 13pp
    Linked: Transformed 5 (People to Heartless; Extras: Continuous; Flaws: Requires disabled target, touch, will save) 10pp
    Linked: Transformed 5 (People to Nobodies; Extras: Continuous; Flaws: Requires disabled target, touch, will save) 10pp
    Linked: Strike 5(PF: Mighty) 6pp
    Super Senses 10(Detect Heart, Accurate, Radius, Mental Sense, Detect past transgressions, Accurate, Radius, mental Sense) 10pp
    Protection 5 5pp

    Initiative +5

    Attack +0
    Melee Attacks +10
    Grapple +5

    Defense 20/11 flat footed
    Knockback -5

    Abilities 16 + Saves 24 + Skills 7 + Feats 24 + Powers 73 + Combat 6 = 150pp

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