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The Sentinels [characters]



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#1 jameson (ST)

jameson (ST)

    Epic Character

  • Storyteller
  • 3,761 posts
  • Joined 22-June 06

Posted 30 March 2011 - 01:57 AM

For those of you that worked with me on characters last night please post them here along with your background and complications.
Forty six and two are just ahead of me. - Tool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Author: WoT Cycle Re-read Blog

Player: Ryan Jackson - Travis Kincaid - FBI Special Agent Gary Samson

#2 Caninicus

Caninicus

    Follower

  • Member
  • 76 posts
  • Joined 27-March 11

Posted 30 March 2011 - 03:07 AM

Name: Picasso
Gender: Male
Height: 5'7"
Apparent Age: Mid-twenties
Complication - Estranged Sister: Picasso is estranged from his last remaining family member, his sister Helena, who severed all ties with him and apparently fled to Egypt rather than be supported by illicitly gotten money. He would do anything to talk to her one more time.
Complication - Pathological Liar: Even though he no longer runs scams for money, Picasso finds old habits hard to break and often can not resist telling tall tales or 'tweaking' the truth a little to see just how long he can fool people.
Motivation - Worth: Picasso is trying to rise above his past and become the type of person his sister would love and respect.

Appearance: Picasso is your typical starving artist. The paint-splattered clothes he typically wears do nothing to detract from his handsome face, sensitive eyes and long fingers. He usually caries one or more of the painter's tools of the trade and a small duffel bag.

Personality: An accomplished scam artist, Picasso is exuberant and flamboyant when he needs to be, but is actually quite reserved. Aside from waxing nostalgic about some of his better scams, he dislikes talking about his past. He has a soft spot for children, orphans and girls who remind him of his sister Helena and will protect them whenever possible.

History:

Though he looks perfectly human (if underfed), Picasso is actually a mutant. Both parents died at a young age, leaving him to care for his younger sister without any idea how to use (or not use) his powers. Picasso gave people the impression that he supported both of them with his paintings, while he actually was busy conning patrons of the arts out of their money. He was so successful at this that he was able to put his sister through art school until she found out how he really got his money and left a note severing all ties with him before disappearing. The only clue he ever found was the stub of an airliner ticket to Egypt. Having lost his only family member, Picasso became greatly depressed, generally sleeping in homeless shelters and became an actual starving artist instead of only pretending to be one.

He has been known to paint vividly colorful and ephemeral objects that come to life and even move objects weighing many tons with a flick of his paint brush.

Combat:
  • Initiative +1
  • Close Attacks
    • Unarmed +0 Damage +0
    • [Desperate Punch] +0 Damage +0 (if this is ever used, things are really bad)
  • Ranged Attacks
    • [Magic Brush] +10 Damage +10 (Move Object 10, Accurate 4)
    • [Artful Constructs]   +2 Damage  +8 (Create Object 8, Movable - if used to 'hurl' created objects)
    • [Acid Paint] +10 Damage +10 (Ranged attack 10, Accurate 4)
    • [Bucket of Paint] N/A Damage  +8 (Ranged Burst area damage 8)
    • [Painter's Fetters] +10 Damage n/a (Ranged Concentration Affliction 10
      (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Instant Recovery, Limited Degree)
  • Saves
    • Dodge +7
    • Parry +4
    • Fortitude +6
    • Will +14
    • Toughness +1 (+11 if force-field is active)

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

Defense:     Base:     Ability:    Total:
Dodge:       +6         +1(Agl)    +7
Parry:       +4         +0(Fgt)    +4
Fortitude    +5         +1(Sta)    +6
Toughness    +0         +1(Sta)    +1(+10 if force field is active)
Will         +8         +6(Awe)   +14

Advantages:
Attractive, Fascinate (Deception), Lucky

Skills:     Base:     Ability:     Total:
Deception   +8        +4(Pre)      +12
Insight     +4        +6(Awe)      +10
Perception  +4        +6(Awe)      +10
Persuasion  +4        +4(Pre)       +8
Stealth     +4        +1(Agi)       +5

Powers:
Telekinesis: Move Object 10, Accurate 4
Telekinetic Array: Telekinetic Constructs: Create 8, Movable
  AE Telekinetic Bolt: Ranged Damage 10, Accurate 4
  AE Telekinetic Hammer: Ranged Burst Area Damage
  AE Telekinetic Grab: Ranged Concentration Affliction 10
      (Resisted by Dodge; Hindered and Vulnerable, Defenseless
       and Immobile), Accurate 4, Extra Condition, Instant
       Recovery, Limited Degree
Telekinetic Shield: Impervious Protection 10, Sustained
Mental Awareness: Senses (Mental Awareness, Acute, Detect,
   Radius, Range)

Click to reveal.. (Tweaked)

Picasso - PL 10

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

Advantages
Attractive 2, Fascinate (Deception), Luck

Skills
Deception 8 (+12), Insight 4 (+10), Perception 4 (+10), Persuasion 4 (+8), Stealth 4 (+5)

Powers
Magic Brush: Move Object 10 (25 tons; Accurate 4: +8, Precise)
Painter's Aura: Force Field 10 (+10 Toughness; Impervious)
Painter's Toolkit
. . Acid Paint: Blast 10 (DC 25; Accurate 4: +8)
. . Artistic Constructs: Create 8 (Volume: 250 cft., DC 18; Movable, Precise, Stationary)
. . Blinding Beauty: Perception Area Dazzle 8 (Affects Sense: Vision, Resisted by: Will, DC 18; Perception Area, Insidious)
. . Bucket of Paint: Burst Area Damage 8 (DC 23; Increased Range: ranged, Burst Area: 30 feet radius sphere)
. . Painter's Fetters: Concentration Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Fortitude, DC 20; Concentration, Alternate Resistance (Dodge), Extra Condition, Accurate 4: +8, Increased Range: ranged; Instant Recovery, Limited Degree)

Offense
Initiative +1
Acid Paint: Blast 10, +10 (DC 25)
Blinding Beauty: Perception Area Dazzle 8 (DC Will 18)
Bucket of Paint: Burst Area Damage 8 (DC 23)
Grab, +0 (DC Spec 10)
Magic Brush: Move Object 10, +10 (DC 20)
Painter's Fetters: Concentration Affliction 10, +10 (DC Dog/Fort 20)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Complication: Estranged Sister: Picasso is estranged from his last remaining family member, his sister Helena, who severed all ties with him and apparently fled to Egypt rather than be supported by illicitly gotten money. He would do anything to talk to her one more time.
Complication: Pathological Liar: Even though he no longer runs scams for money, Picasso finds old habits hard to break and often can not resist telling tall tales or 'tweaking' the truth a little to see just how long he can fool people.
Motivation: Doing Good: Picasso is trying to rise above his past and become the type of person his sister would love and respect.

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 6, Toughness 11, Will 14

Power Points
Abilities 36 + Powers 75 + Advantages 4 + Skills 12 (24 ranks) + Defenses 23 = 150

Created With Hero Lab® - try it for free at http://www.wolflair.com!

DR: Whitebrook (App 2/Cha 1)
ECS: Picasso (Attractive 2)
HtP: Fix (ATR 5, Cool 10)

#3 Mel Grimson

Mel Grimson

    Minion

  • RPG Poster
  • 220 posts
  • Joined 10-January 10

Posted 30 March 2011 - 06:07 PM

Relentless

Real Name: Mel Grimson
Weight: 200 lb.
Height: 5'8
Age (apparent age): early 40s
Gender: Male
Ethnic Background: Caucasian
Nationality (place of origin): American
Eye Color: Brown
Hair Color: Red
Handedness: Right

Appearance: Mel is 5'8, 200 lbs. His muscles are definitely powerful, but belie the incredible speed also part of the package. His ruddy skin, short red hair and menacing brown eyes combine to give off the look of steely born survivor. In costume, Relentless is dressed in a full-body suit and a full mask covering everything from the neck up-except slots for the eyes- in colors of dark blue and gold.

History:

Somewhere in the early 1970's, Matthew Grimson and Melicia Grimson had a child, Mel, in the Wicker Park neighborhood of Chicago, then an impoverished location. Mel's childhood, perforce, was not easy. Matthew was a local mob enforcer, anti-Semitic, a rabid Daley and Democratic supporter. Furthermore being quick and harsh with his hand and words at times, but despite his harsh discipline the family held close together. His maxim of fortitude and ruthlessness that Mel has always remembered: "It's a damn hard world. Do whatever you gotta do to survive and smash the bastards." Mel took to it and soon started out smashing doors and shaking up the stingy with his father.

Eventually Grimson graduated from enforcer to a mob trouble-shooter, traveling the US as work took him. However a few years ago, Mel met an older woman, widowed Cecilia Janet, and the two fell in love, and they soon lived together. Cecilia put up with Mel's criminal background, despite her being a white-collar media worker, but eventually she demanded to a reticent Mel that he quit the criminal life and they move to Emerald City.

Then, several months ago, two thugs whose friend was killed by Mel went for him, vengeance on their minds. They discovered his home and turned their wrath on Cecilia. Though badly hurt, she recovered, but the pain it caused Mel changed his stance. Quietly watching her in the hospital, he disavowed his father's advice and chose to use his abilities for the better.

They moved to Emerald City and married there, but Mel wasn't settled. It was soon afterwards that a costumed and masked vigilante began roaming the streets and dishing out some swift and hard-hitting justice. So far, there has been no confirmation by authorities of these reports...

Powers, Skills, and Personality:

Known Powers:
None. For all his speed and skill, he is still a normal human being.

Abilities/Special Skills:
Drawn from his life experiences and decades as a career criminal, Relentless has an extensive array of skills and knowledge, including rather impressive acrobatic and athletic talents, observation and a network of contacts and information.

However, it is combat in which he truly comes into his own. At peak of human speed, he is naturally gifted at all forms of fighting, but melee combat, especially his personal style mixing boxing, street fighting, wrestling and the like, is his forte. Generally he puts little effort into defense, as blocking and dodging foes come as second nature to him, and he can strike reasonably powerful attacks at a relatively low cost of accuracy if need be.

Personality:
Mel is a man who has been many places, seen a tremendous amount of terrible things- and committed plenty of them. Nevertheless, he is ashamed of his life and seeks to make it up with an iron determination. Beneath the tough and gruff exterior is a man who has changed for the better, and hopes for redemption.

ABILITIES
STR 3, STA 3, AGL 7, DEX 5, FGT 13, INT 0, AWE 5, PRE 0

ADVANTAGES
Agile Feint, Defensive Roll 4, Improved Initiative 2, Power Attack, Takedown 2, Contacts, Tracking, Well-informed, Daze (Intimidation), Diehard, Fearless, Great Endurance, Assessment, Evasion, Uncanny Dodge, All-out Attack, Improved Critical (Unarmed), Improved Trip, Move-by Action, Seize Initiative, Skill Mastery (Acrobatics), Startle, Equipment 2, Skill Mastery (Athletics)

SKILLS
Acrobatics 8 (+15), Athletics 12 (+15), Close Combat: Unarmed 4 (+17), Expertise: Streetwise 6 (+6), Insight 4 (+9), Intimidation 10 (+10), Investigation 4 (+4), Perception 8 (+13), Expertise: Tactics 4 (+4), Stealth 4 (+11), Vehicles 4 (+9)

EQUIPMENT
- Motorcycle: Medium; Str 1; Speed 6; Defense 10; Toughness 8 • 10 points

Combat:
  • Initiative +15
  • Close Attacks
    • Unarmed +17, Damage +3 (Both often vary depending on use of Power Attack)
  • Saves
    • Dodge +13
    • Parry +13
    • Fortitude +9
    • Will +10
    • Toughness +7/3 (Second number is without Defense Roll 4 bonus)
                    

POWER POINTS

Abilities 72 Skills 34 Powers 0 Defenses 17 Advantages 29 Total 152

Complications
  • Motivation- Responsibility: Relentless has decided to make up for his misdeeds and better things for others.
  • Relationship: His wife Cecilia Janet Grimson.
  • Secret: Relentless has made efforts to conceal and hide his criminal past.
  • Identity: Mel Grimson.


Click to reveal.. (PP Accounting)

4/20/11 - Issue #1 & #2 Rewards, +2 PP, Balance: 2 PP
4/20/11 - Equipment 2, -2 PP, Balance: 0 PP
(Please note the above occurred with the permission of Jameson so that Relentless could be able to be appropriately present for Issue #2)
5/27/11 - Issue #3 Rewards +2 PP, Balance: 2 PP
5/27/11 - Skill Mastery (Athletics), -1 PP, Balance: 1 PP

Bloodmoney
Age: 40
Strength, Constitution 22, Dexterity 20

"During war, the laws are silent."
Quintus Tullius Cicero

"For me, it's always wartime."
- Bloodmoney's Corollary

#4 Joani

Joani

    Epic Character

  • Storyteller
  • 3,203 posts
  • Joined 19-January 08

Posted 31 March 2011 - 10:26 AM

Name:Suprema
  
Personal Information:
Public Identity: Suprema
Real Name: Joani 8, or just eight
Occupation: n/a
Legal Status: illegal Alien
Marital Status: Unmarried
Allegiance(s): None

Physical Traits:
Weight: 135 lbs
Height: 6’
Apparent age: Early Twenties (21)
Gender: Female
Ethnic Background: Caucasian
Eye Color: Green
Hair Color: Blonde
Handedness: Right
Age: 5

Appearance: Joani is a statuesque image of an ideal female athlete. Lean muscles adorn her body from head to toe yet she retains a very voloptous figure showing very obviously her superhuman origin.

Powers, Skills, and Personality:
Known Powers:Suprema is superhumanly strong, capable of lifting about 100 tons. She can fly but has no real offensive powers aside from her combat training.

Her invulnerability is remarkable which she uses to maximum effect. Suprema fights very defensively, rarely going for a direct hit and most of the time trying to tire her opened by showing the futility of his attacks. She never uses weapons and is reluctant to hit humans, who are very frail from her perspective.

Abilities/Special Skills: Suprema has been imprinted with superhuman athletic skills and combat experience. She is a very capable close combatant but never makes use of weapons and only relies on bare fists and kicks, if necessary.

Beyond that Suprema has detailed knowledge about Bio-Engineering Science from Valor. She knows that her potential has not been completely unlocked and that some of her abilities are still dormant.

Personality: Suprema is a Paragon of virtue. She strifes to be a good role model and can be a bit naive from a certain point of view. Given that she has just recently arrived on Earth and just learned the local language there are still quiet a few things she struggles to understand. Regardless of her occasional odd reaction she has a true heart of gold and is a very compassionate and determined fighter for justice and good.


Suprema - PL 10
Abilities
Strength 12, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages
Improved Initiative, Interpose, Languages 1, Move-by Action, Fast Grab

Languages
English, Valorian

Skills
Acrobatics 6 (+10), Athletics 6 (+18), Expertise: Bio-Engineering 8 (+9), Insight 2 (+4), Perception 6 (+8), Persuasion 4 (+6)

Powers
  • Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
  • Immunity: Immunity 10 (Life Support)
  • Protection: Protection 4 (+4 Toughness)
  • Senses: Senses 6 (Extended: Auditory 2: x100, Extended: Vision 2: x100, Microscopic Vision 1: dust-size, Ultra-hearing)
  • Super-Strength: Enhanced Strength 4 (+4 STR)

Offense
Initiative +8
Grab, +8 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 8

Combat
  • Initiative +8
  • Close Attacks
    • Unarmed +8 Damage +12 (DC 27)
  • Ranged Attacks
    • [Throw]   +4 Damage +7 (DC Spec 22)
  • Saves
    • Dodge +8
    • Parry +8
    • Fortitude +10
    • Will +8
    • Toughness +12 (notes)

Complications
  • Enemy: Sortak - one of the last Valorians who was one of the founders of the Seperatists Movement is still looking for her. He stole her originally from Valor and wanted to create his own Clones based on her. He is still following his plan to reconquer Valor one day and is establishing his powerbase on Earth
  • Motivation: Doing Good: Every Valorian Protector is imprinted with an extreme high sense of Virtue and Justice. They always strife to do good, refrain from killing and don't use weapons. Helping the weak and protecting them is a Valorians highest goal and motivation.
  • Power Loss: Pure Gold renders a Valorian powerless. It must stay in permanent contact, though. Shackles or other means of confining chains made of pure Gold are usually enough to cut a Valorian from her supernatural powers.
  • Quirk: Suprema knows nothing about Earth. She doesn't understand any pop-culture references or figures of speech. She takes what she hears literally which can lead to involuntary awkward or funny situations, while she struggles to understand the concepts of human society.
  • Weakness: Weapons made of Gold bypass a Valorians invulnerability. Their defenses are halved against Weapons and bullets made of pure Gold.


Power Points
Abilities 74 + Powers 44 + Advantages 5 + Skills 16 (32 ranks) + Defenses 12 = 151

Created With Hero Lab® - try it for free at http://www.wolflair.com!
---

History:
Joani 8 is from the Planet Valor, a very advanced and striving Culture of humanoids who look like humans but have a different genetic setup.

The Valorians eventually got too proud of themselves and the society got into internal disputes about the path they should further follow. Some wanted to advance science and technology and expand while majority said they were doing just fine and change wouldn't be necessary. Thus a splinter Group of Valorians seperated themselves from the Government and started darker experiments of science tainting their original virtues path as they followed their goal of supremacy.

This led to a civil war which almost eradicated the entire population.
A very small number of Valorians survived and thanks to their superior knowledge in science and bio-engineering they became a society of cloners.
Females had become very scarce and natural reproduction would have taken too long so they picked the 9 genetically most perfect women and cloned them, changing their genetic/biological setup.

These 9 were enhanced to superhuman levels and they would serve as protectors and defenders of their almost extinct society and eventually start to reproduce normally once they reached a certain number.

All 9 clones have been imprinted with special behavioral patterns, making them paragons of virtue and justice. Their main goal is to preserve live and protect the weak they also build-in a failsafe should one of their creations become corrupted. Gold will render a Valorian powerless and they lose their invulnerability vs. Weapons made of Gold.

The Clones are mature after 5 years (equals a 21 year-old Female on Earth) and can reproduce with a Valorian mate once a year. Gestation is drastically enhanced meaning that pregnancy only lasts 9 weeks and the children mature as fast as the original Clone mothers.
In order to make it safe for the Valorian Mate the female becomes powerless during the time of her possible conception (it lasts for about a month once a year in which she can find a mate. Humans can be compatible per genetics but only a 20% of a successful impregnation of the Zygote)

Sartok, one of the founders of the Seperatists stole one of the Incubators containing an 8 with the intention of creating his own clones based on her. These would found the army he wanted to build to recapture Valor. Unfortunately his Spacecraft got damaged after he had to make a haste escape. The jumpdrive malfunctioned and upon re-entry he lost control of the vessel.

The craft crashed at the foot of Mount Stanley which quickly caught the attention of the local defenders and heroes. Within minutes they reached the crashed craft and decided to investigate finding the Incubator in which Suprema was held prisoner. Unfortunately the damage to the vessel was beyond repair and Sartok made every effor to make sure that his price would not be stolen.

Fortunately for Suprema and with the help of her new found allies they managed to free her and she immediately attacked Sartok. The fight was short and intense but they had lost valuable time and had to abandon ship unless they would die in its explosion. With Incantatrix help they managed to savely escape only to find Sartok waiting for them with a second assault.

With combined effort the heroes successfully subdued Sartok and convinced Suprema to hand him over to the local authorities but not without emphasizing how dangerous he was and that he should be kept under constant surveillance.

Stranded on Earth Suprema has to adapt quickly, learning the local language which fortunately thanks to her enhanced DNA is something she picks up on fast. The young Sorceress Incantatrix volunteered to offer her shelter until she found a place of her own...

Click to reveal.. (Power Points and Hero Points)
1 PP Spent on Advantage "Fast Grab"
1 PP unspent
152 PPs total.
-+-+-+-+-+-+-+-+-+-
1 HP

NPC Rights Movement, Member #4 - "Because NPCs have feelings, too."

Joani - Anna (retired) - Venus - Fahrenheit - Ramani - Nayobee - Valentine - Velocity - Bodhie - Roxanne - Chance - Osiris - Lavinia (retired) - Shane - Lillith - Suprema - Tarmon

GM of Legacy and Future Imperfect

#5 Trace

Trace

    Monster Bait

  • Member
  • 34 posts
  • Joined 23-February 10

Posted 31 March 2011 - 07:09 PM

TRACE  

Birth Name: Lucas Norris
Nick Names:
Aliases:
Known Relatives: None

Age: 34
Gender: Male
Nationality: British
Height:  6'1
Weight:  180 lbs
Eye Color:  Grey
Hair Color:  Brown
Handedness:  Left
Distinguishing Marks:





Appearance: As Lucas, handsome, with dark hair, grey eyes and a wry smile.  He usually dressed smart-casual and walks with a cane.  As Trace, usually appears in a featureless white mask and hooded, wearing dark padded armor and a utility belt.

Personality: Patient, observant and calm.  The only thing he hates worse than serious criminals is messing up the investigation and allowing them to escape justice.

Interests: Other than crime-fighting, Trace is an avid student of criminal psychology and forensic studies.  Loves to travel, likes good food and music, and enjoys tinkering in his workshop.

History:

Lucas Norris was a promising young U.N.I.S.O.N agent, having joined the agency straight out of Cambridge after they headhunted him.  Originally aiming to be a policeman, Lucas found his calling as one of UNISON's field operatives, learning well at the sides of the more experienced men and women safeguarding peace and prosperity around the globe.  Over the next eight years he advanced to the forefront of the war against crime, terror and corruption worldwide.  He proved to be a gifted investigator: disciplined, methodical and intuitive.

Then misfortune struck.  Captured during an operation against SHADOW, Lucas was severely wounded and subsequently interrogated.  The sadistic beating he suffered left him with permanent injury to his knees and shoulder, and would have gone worse if it hadn't been for the rest of his UNISON team bursting in to free him.

Though he was willing once his injuries had healed, UNISON could not afford to put Lucas out on the field anymore.  Quite apart from the fact that SHADOW now knew him by sight, which limited his effectiveness, the injuries the still-young man had sustained meant that his field readiness was not at the razor edge the elite agency required.  He had to be retired.  The agency did right by their man, however.  A sizeable medical pension and a job teaching Forensic Science at out-of-the-way Emerald City University, and Lucas would want for nothing.

Nothing, that is, except the sense of achievement his old job had held.

It began tamely enough.  Taking pains to keep a low profile, he began to catalogue and study Emerald City's various gangs and other criminals.  For months he observed only, keeping files on all he saw.  Then he began noticing patterns of behaviour, and how it would be so easy just to bust a few of the petty crooks, help EC's finest out a little.  Methodically he began to train, pushing himself to overcome the weakness of his injuries, enduring a rigorous regime of physiotherapy that would let him do what needed to be done.  He took pains to continue to use his cane during his everyday life, to give the impression that all was normal, whilst in secret he worked to design and build the tools he would need to make his self-proposed task easier.

Taking the name 'Trace', Lucas would begin to apply all he'd learned in UNISON against the gangs and crooks of Emerald City.

Complications:
  • Motivation - Justice:  Trace believes that no-one is above justice, and no-one is immune to it, with the fervor of a religious man.
  • Identity:  Lucas Norris is a professor of Forensic Science at ECU.
  • Enemy:  SHADOW never forgive, and never forget.  They may not know where Lucas is, or even his name, but his face is known as an agent of UNISON to the evil organisation.  His apparent vulnerability makes him a possible target of choice for hazings of new recruits.
  • Responsibility:  Lucas has a day job. (see above)
  • Disability:  Lucas suffered severe injuries to his knees and left shoulder at the hands of SHADOW.  If anyone targets those areas they stand a heightened chance of disabling him faster. (GM's discretion)

Abilities:
Lucas is a master hand-to-hand combatant, his UNISON training honed to an even finer edge by his methodical regimen since deciding to come out of retirement.  After all, he has no agency backing him up this time.  He is also a dead-eye with any ranged weapon: bows, knives, shuriken or firearms, though he prefers silent and less deadly forms of combat due to his civilian status.  A master tinkerer, he has customised a number of specialised weapons which he can use to devastating effect in order to reduce the odds he plans to face.

His greatest weapon is his mind's agility and resilience.  Having already undergone the worst fate an agent can face - capture and torture - Lucas has a deep-seated and certain knowledge of his own limitations and strengths.  This makes him incredibly hard to unsettle or frighten.  Furthermore, his deductive skills and investigative know-how have not suffered during his recuperation.

Combat
  • Initiative +8
  • Close Attacks
    • Unarmed +16 Damage +3 (DC 18)
            
    • Power Knuckles  +8     Damage +6 (DC 21) Improved Crit
  • Ranged Attacks
    • Throw   +11 Damage +3 (DC 18)
            
    • Boomerangs     +13     Damage +4 (DC 19)
            
    • Explosives     +11     Damage +4 (DC 19, Burst Area)
            
    • Gas Pellets    +11     Affliction 4 (Resisted by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled, Cloud Area)
            
    • Taser darts    +11     Cumulative Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated)
            
    • Bolos          +11     Cumulative Affliction 4 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized)
  • Saves
    • Dodge +11
    • Parry +13
    • Fortitude +8
    • Will +12
    • Toughness +4/+6

Attributes:
========
STR 3, STA 4, AGL 4, DEX 4, FGT 8, INT 5, AWE 4 , PRE 2

Defenses:
========
DODGE  +7
PARRY   +5
FORTITUDE  +4
TOUGHNESS  +0
WILL  +8

Advantages:
==========
Close Attack 2, Defensive Roll 2, Improved Initiative, Jack-of-all-trades, Power Attack, Ranged Attack 7, Well-informed, Equipment 10 (Equipment listed below), Languages 3 (Arabic, Russian, German, Spanish), Contacts, Assessment, Inventor, Skill Mastery (Investigation), Tracking, Hide In Plain Sight, Skill Mastery (Stealth)

Skills:
=====
Expertise: Streetwise 4 (+9), Insight 5 (+9), Investigation 6 (+11), Perception 11 (+15), Close Combat: Unarmed 6 (+14), Technology 8 (+13), Treatment 6 (+11)

Headquarters - The Lair
  • Size: Huge, Toughness: 10; Features: Communications, Computer, Concealed, Garage, Gym, Laboratory, Living Space, Power System, Security System, Workshop • 15 points
  • Trace's headquarters is an entire forgotten sub-basement of Emerald City University, lying underneath the gymnasium building and football field.  Accessed either through the sewers, the underground parking lot, or the maintenance areas the Lair is safe from casual discovery - even the original plans on file have been altered so that the space doesn't appear on them anymore.

Equipment:
=========
High Tech Gear:
  • Smartphone, Restraints, Flashlight, Multi-tool, Rebreather • 6 points
  • Motorcycle: Medium; Str 1; Speed 6; Defense 10; Toughness 8 • 10 points
  • Swingline: Movement 1 (Swinging) • 2 points
  • Utility Belt • 17 points
    • Bolos: Ranged Cumulative Affliction 4 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree • 12 points
    • Boomerangs: Strength-based Ranged Damage 1, Accurate 2 • 1 point
    • Explosives: Ranged Burst Area Damage 4 • 1 point
    • Power-Knuckles: Strength-based Damage 3, Improved Critical, Inaccurate • 1 point
    • Taser Darts: Ranged Cumulative Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
    • Tear-Gas Pellets: Range Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled), Extra Condition, Limited Degree • 1 point


POWER POINTS
Abilities 68, Skills 23, Powers 0, Defenses 24, Advantages 35, Total 150
He who does not prevent a crime when he can, encourages it

#6 Oneca Bahaar

Oneca Bahaar

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  • Joined 21-December 09

Posted 31 March 2011 - 10:00 PM

Izanami


Personal Information:
Public Identity: Setsuna Serena Minamoto
Nicknames: Izzy, Iza, Rena
Real Name: Setsuna Serena Minamoto
Occupation: Activist
Legal Status: Dual American and Japanese citizenship
Marital Status: Umarried
Known Relatives: Jun Minamoto (mother), Uryu Minamoto (father), Rin Ryan Minamoto (elder brother), Keiko Katy Minamoto (elder sister), Estuo Eric Minamoto (younger brother twin), Etsuko Erin Minamoto (younger sister twin)
Allegiance(s): Her family

Physical Traits:
Weight: 115 lbs
Height: 5’4”
Apparent age: Early Twenties
Gender: Female
Ethnic Background: Japanese
Eye Color: Brown
Hair Color: Black
Handedness: Right
Age: 26

Appearance: Izanami is an intense young Japanese woman usually dressed in comfortable but fashionable clothing; her slim, athletic build belies her superhuman strength. When on-duty as a Knight, she wears a full-body black unitard with a black belt, sturdy black boots, and blue kanji down her left arm that reads "Freedom, Fellowship, Future". When she uses her powers, red kanji appear on her right shoulder representing the name Izanami.

Powers, Skills, and Personality:
Known Powers:Izanami is capable of flight, feats of superhuman strength and stamina, and surviving just about anything.

Defensively, she's fairly good at dodging attacks, but even better at simply ignoring them. Offensively, she's a close-range strength-based fighter but lacks any long-range attacks. Unlike most of her hero cohorts, she hasn't taken the time to come up with or name any signature attacks; when asked why, she replies with the ever helpful "It's a punch."

Abilities/Special Skills: Before becoming Izanami, Setsuna was a leading high-school athlete and gymnast, journalist of the school newspaper, and advocate for whatever current societal fringe group or movement that would tick her father off the most. Over the past nine years as Izanami, she's honed her skills as a negotiator and, if necessary, protection and strong arm for the activist groups she's represented.

Personality: Izanami is the embodiment of free will with attitude. She's the champion of the alternate lifestyles, the cultural melting pot of the United States, and pretty much anything that defies old-world traditions and customs (no matter which 'old-world' that was).  

Background:
Setsuna Serena Minamoto -
Setsuna was the last child born to the Minamoto's before they moved to the United States in order to expand Uryu's father's corporation across seas. This occurred shortly before the Lost Decade and allowed the Minamoto corporation to weather the financial crisis in ease. The Minamoto children were raised in luxury and obedience in San Francisco; their mother's unexpected pregnancy when Setsuna was in high school prompted an odd family crisis. Their father was pleased (making babies and raising them was a wife's primary duty in life, after all), Jun was worried about her age, and Setsuna was incensed that her mother didn't feel she even had the option of considering an abortion. When the sonogram revealed twins and Uryu's enthusiasm for the impending births waned to disappointed that his wife would bear such unlucky children, Setsuna asked that her mother's sweet sixteen birthday gift for her to be a divorce.

The divorce was oddly formal and Jun walked away with alimony and uncontested custody of her children, born and unborn. She eventually bought a large building and gathered herbalists, acupuncturists, and other alternative medicines and created a medical group. Over the years, she's branched out into a successful Japanese restaurant and grocery store, and is currently seeking recognition for alternative practitioners on par with standard western medical professional. Her father has maintained and expanded the Minamoto corporation, which has interests in biological and computer engineering, specifically the integration of technology and the living world.

Setsuna's family still comes together on important Japanese holidays, while American holidays generally only include Jun, Setsuna, and the twins. Rin is married and lives in New York with his wife (a San Francisco native, but one of pure Japanese blood) and their two year old son (named Michael Uryu); Setsuna gets along well enough with the charismatic man, so long as they steer clear of conversations about politics and feminism. Keiko married an older Japanese business contact of her father's and moved back to Tokyo the first chance she got; she's rather shallow and cannot understand why her sister insists on working for activists when she could move to Japan and earn far more money and fame for far less arduous work.

Setsuna currently lives on her own in a nice apartment near her mother but far enough away to have some semblance of privacy. She visits her family regularly and holds no secret identity: doing so would be counterproductive to her work as an activist and given the close-knit nature of Asian communities on the West Coast, attempting to hide who she was just seemed foolish. Both of her parents can and do hire the best security and personal protection money can buy, and both maintain active social lives such that even a brief disappearance would be noted.

Izanami -
The myth of Izanami can be found here. At some point, Izanami and Izanagi began reincarnating in Japanese bodies; they always seek out bodies that are roughly the same age and are (at least so far) of pure Japanese descent. Izanagi almost always merges with first-born sons, usually to families with noble lineage or well-suited to rising to wealth and power during Izanagi's lifetime. Izanami, on the other hand, merges with women of all class and caste backgrounds; she invariable finds herself at odds with any sort of restrictive or traditional society.

For all that the two gods have an entire world to spend their mortal lifetimes in, they are inexorably drawn to each other. Their knowledge of their divine selves is spotty at best, coming in stress-flashes and murky dreams. What they do know is that they are trapped on Earth, barred from the divine realms until they can undo the curse they leveled on the world by their marital spat (namely, the cycle of life and death). Izanami still hasn't forgiven Izanagi for turning from her when  he saw her in the underworld; to her, he's nothing more than a shallow man that only values a woman for beauty and obedience. To Izanagi, Izanami is holding an outdated grudge and acting childishly; her duty is to Japan, her children, and, of course, to her husband.

A love/hate relationship on a divine scale.


Complications
  • Complication – Izanagi: Currently a secret member of SHADOW and the public multi-millionaire Japanese philanthropist and businessman, Kane Hitoshi, resides in Emerald City. The current incarnation of Izanagi, Kane moved to Emerald City from Osaka six years ago. Kane and Setsuna are aware of each other, the kanji that marks them as the vessels of Izanagi and Izanami will appear if they are near enough to each other (it can be covered up, but it takes usually at least two layers of clothing). They want to be around each other and can't stand each other; anything that might involve the other can catch their attention to the point of obsession. Setsuna in particular tries to make sure that they're never alone together, as making coherent (or responsible) choices around each other, or thinking much at all, is difficult for both of them.
  • Complication – Family Ties: While Setsuna loves her family, sometimes they're a little much. They expect her to make important family events and holidays, even scheduled dinners. They're understanding that she's got responsibilities to her clients, but only to a point. Neither her mother nor father can understand why she rebuffs Hitoshi Kane's overtures, though her mother has learned to stop bringing it up directly.
  • Motivation – Freedom, Fellowship, Future: Everyone should have a chance to live their life, no matter who they are, who they love, where they come from, or what their gender is.

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

Defense:    
Dodge:       +4 / +4 / +0 = 8
Parry:       +0 / +8 / +0 = 8
Fortitude    +2 / +8 / +0 = 10
Toughness    +0 / +8 / +4 = 12
Will         +6 / +3 / +0 = 9

Advantages:
Leadership, Teamwork 2

Skills:    
Acrobatics 6 (+10), Athletics 6 (+10), Expertise: Politics 4 (+4), Insight 4 (+7), Perception 8 (+11), Persuasion 4 (+6)

Powers:
  • Immunity: Immunity 10 (Life Support)
  • Invulnerability: Protection 4
  • Punch: Enhanced Trait 4 (Close Attack 4)
  • Power-Lifting: Power-Lifting 4
  • Flight: Flight 8 (500 MPH)
  • Quickness: Quickness 6 (64x normal rate)

Combat:
  • Initiative +4
  • Close Attacks
    • Unarmed +12 Damage +8 (DC 23)
  • Ranged Attacks
    • Throw +4 Damage +8 (DC 23)
  • Saves
    • Dodge +8
    • Parry +8
    • Fortitude +10
    • Will +9
    • Toughness +12


Abilities 74 Skills 16 Powers 44 Defenses 12 Advantages 4 Total 150

Click to reveal.. (Original from chat)
Izinami

Archetype: Paragon
Power Source: Vessel

STR STA AGL DEX FGT INT AWE PRE
8 8 4 4 8 0 3 2

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+8   +8 +10   +12   +9

Skills:
• Acrobatics 6
• Athletics 6
• Expertise: Politics 4
• Insight 4
• Perception 8
• Persuasion 4

Powers:
Offensive -
• Enhanced Trait 4 (Close Attack 4)
• Power-Lifting 4

Defensive -
• Immunity 10 (Life Support)
• Invulnerability: Protection 4

Movement -
• Flight 8 (500 MPH)
• Quickness 6 (64 times as fast on mundane tasks)

Advantages -
Leadership, Teamwork 2, Interpose

POWER POINTS
Abilities 74 Skills 16 Powers 44 Defenses 12 Advantages 4 Total 150


#7 Kevin/Taeli

Kevin/Taeli

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  • RPG Poster
  • 195 posts
  • Joined 06-June 09

Posted 03 April 2011 - 09:12 PM

Name: Incantatrix


Personal Information:
Public Identity: Ivonne Kissack
Nicknames: Ivy, Witchgirl, Teen Witch
Real Name: Ivonne Kissack
Occupation: Sorceress
Legal Status: American Citizen with no convictions on her criminal record (there has been misunderstandings in the pursuit of nefarious mystics and she has been charged with Truancy more than once)
Marital Status: Single (and no real prospects)
Known Relatives: Magnus Colburn, 'The Magnum Mage' (Former Legal Guardian and Mentor)
Allegiance(s): The ideals of Magnus Colburn, The Magnum Mage, and Adrian Eldritch, the Master Mage.

Physical Traits:
Height: 5'0''
Weight: 96 lbs.
Apparent age: 15
Gender: Female
Ethnic Background: Caucasian
Eye Color: Vibrant Cyan
Hair Color: Raven Black
Handedness: Left
Age: 30

Appearance: Ivonne appears as a slight girl-woman, pale-skinned with shoulder-length, midnight hair and captivating, cyan eyes. She is cute and striking, with the potential for great beauty... potential being the key word. At fifteen, she was a bit of a late bloomer and she has being waiting for her girlish, girlish appearance to develop and mature for quite some time now, thanks to the inadvertent contact with the Elixir of Life. Contrasting with her youthful looks, Ivonne never wears anything less then smart-casual, with a fondness for high heels to add something to her petite stature, regardless of the inappropriateness

As Incantatrix, she wears a flaring, cowled, white-leather longcoat buttoned at the waist and high-heeled, black knee-high boots, both trimmed with arcane, incandescent cyan runes and sigils. She wears black, fingerless, elbow length gloves, also trimmed with sigils, and the high collar and cowl of her longcoat conceals her face save for her eyes, which glow with cyan light and spill forth arcane script as she casts her magic.

Powers, Skills, and Personality:
Known Powers: Incantatrix possesses formidable and versatile magical capabilities, preferring the structure of Hermetic Magic, calling upon a variety of mystical entities, focusing on the Triumvirate Modrossus. She favors spells assailing the mind, burning the psyche or severing the connection to their physical shell, but can also form illusions and fields of utter dark, unravel magic, and release blasts of raw, arcane energy. And those are by no means the only weapons in her arsenal - with effort, she can perform rituals that can encompass a wide variety of effects.

She can also release her soul to travel the near Astral plane and protect herself with a potent magical shield. She has trained extensively and so can sacrifice accuracy for raw power or vice versa. An inadvertent drought of the Elixir of Life has granted her eternal youth, rather to her annoyance.

Abilities/Special Skills: Incantatrix possesses a deep well of knowledge on arcane theory, strengthened by an extensive library. As well, acting as the Magnum Mage's apprentice and personal assistance in his travels and dealings with the fey and other magical beings - and having to deal with how she is treated due to her 'predicament' - Incantatrix has developed a deep insight and notable presence.

Personality: Incantatrix is a confident and proud woman, which contrasts sharply with her youthful appearance, as it has been earned through experience and is not simply teenaged arrogance. She has a tendency attempting a reserved demeanor, hiding a nature a passionate as anyone's, as she believes it is befitting the decorum of a mystic of her caliber and believes showing blatant emotions makes her seem younger than she is thanks to her appearance. However, to those who have suffered to the depredations of magic, she is unfailingly kind and patient, and resolute in the face of those who would abuse their mystic gifts.

She aids victims of more mundane crime as well of course, in Emerald City, thanks to Magnus' teachings and since a negative environment can lend strength to nefarious magic. One of the greatest lessons of Hermetic Magic, is that everything is connected.

Background:
Magnus Colburn, The Magnum Mage, was a former apprentice of Adrian Eldritch, the Master Mage, eventually parting ways to pursue his own path, though he had taken his Master's teaching to heart. He traveled to the West Coast, to Emerald City, leading a solitary life as he battled those who would abuse and corrupt the arcane arts and used them to abuse and corrupt others.

In a confrontation with the Thule Society, including a younger Crimson Mask, Magnus was too late for the Kissack family, save for a six year old girl with stunning cyan eyes. Her latent mystical talents were immediately obvious to him, as well as the Thule society, and he managed to rescue her from being sacrificed in a dread ritual of terrible power.

After the battle, in which The Crimson Mask escaped, Magnus realized he was lonely, and by himself, he couldn't always prevent the disasters caused by an evil coven. Finding out that Ivonne Kissack had no other living family, and knowing that she could be in danger from herself with her latent talents being exposed to dark magic, Magnus arranged for her to become his Ward and Apprentice, to reside with him in the Brownstone In-Between that he had won from a Sidhe Noble.

Though he was a demanding teacher, he was fair, and Ivonne has never regretted her time with Magnus, nor could she fully express her gratitude. After twenty years at his side as an apprentice and then a partner in his battles and dealings with all manner of things magical, her love for one she saw as a surrogate father grew into something more and Magnus' feelings for his apprentice grew as well, though they knew due to her apparent youth, those feelings would have to go unrequited for the time being.

When Ivonne was thirteen, a conflict with a ghost left Magnus prematurely aged and with great determination, she and her Master strove to find a way to restore him. It took two years, but they managed to create a Philosopher's Stone, then ground it down to powder to brew and mythical Elixir of Life. However, just as it was nearing completion, the Thule Society attacked their Brownstone and in the ensuing battle, while trying to keep the Elixir out of their hands, Ivonne was thrown into a wall by a summoned demon, the Elixir breaking against her chest and seeping into her skin.

She now found herself with eternal life. Unfortunately, eternal youth at a young age has had its drawbacks. Magnus never blamed Ivonne for benefiting from the Elixir of Life instead of him, commiserated with her in fact, but rather congratulated her from keeping it out of the hands of The Crimson Mask.

Four years ago, Magnus left their shared Brownstone on a simple errand and never came back. Ever since, she has shouldered their responsibilities to the magical community of Emerald City herself, as she searched for any sign of her beloved Mentor and Friend. And over that time, she has realized she has missed the camaraderie of having a companion at her side to help shoulder the burdens.

But she will not relent in her duties - she has never forgotten the evils of magic left unchecked.

Complications
  • Woman in a Girl's Body: Though she has lived for thirty years, Ivonne appears to be no more than a girlish fifteen year old. Much to her dismay, she has to endure being thought of and treated as a minor, regardless of her experience. As well, despite her hard earned discipline, to her vast annoyance, she is sometimes assaulted by the hormonal vagaries of her perpetual adolescence. A love-life has been... problematic.
  • Motivation - Responsibility: Following in the footsteps of her beloved Mentor and Master, the 'Magnum Mage' Magnus Colburn, and his former Mentor before him, Adrian Eldritch, Incantatrix has taken upon herself the responsibility of protecting humanity (or at least a portion of it) from the predations of dark magic and evil entities from beyond the veil. It is a responsibility she takes seriously and one she refuses to set down, in part due to her own early history with magic.
  • Power Loss - Spellslinger: The Incantatrix must recite the proper words and make the require mystical gestures to cast her magic. [loses access to The Thaumaturgic Arts and Unshackle the Soul Arrays if she can't speak and gesture]
  • Quirk - Arcane Academic: Though she is no stranger to the real world, Ivonne has traveled beyond mortal boundaries more than once at her Mentor's side and has spent extraordinary amounts of time focusing on her arcane studies. As such, she is woefully unfamiliar with common pop cultural references. Not having a TV doesn't help either (think Temperance 'Bones' Brennan, but less socially inept).
  • Secret Identity: To prevent awkward questions and undue attention being drawn to the Brownstone In-Between and her mystical activities, Ivonne tries to keep her public identity of Ivonne Kissack - a grown woman with an unusual condition, though many see her more as an emancipated minor - and her Heroic identity as Incantatrix separate.

Headquarters
  • The Brownstone In-Between [Size: Medium, Toughness: 10; Features: Communications, Concealed, Defense System, Dimensional Portal (Faerie Realm), Dual-size (Huge), Holding Cells, Laboratory, Library, Living Space, Personnel, Sealed, Security System, Self-repairing, Workshop; Powers: Teleport: Teleport 3 (Carry 50 lbs.; Accurate, Extended: 8 miles in 2 move actions (60 miles with Riving of the Modrossus), Portal, Easy, Feature: Stacks with other portal effects; Limited to Extended) • 20 points]
  • The Brownstone In-Between is located on the outskirts of Emerald City at the end of an old cul-de-sac, wreathed by a copse of ancient trees, a large, regal house of gothic architecture. The Magnum Mage won the place in a dealing with a Sidhe Noble, and indeed, the Brownstone resides partially in the Faerie Realm of Avalon, containing an interior the size of an extensive castle despite its more modest outward appearance. Anyone opening the front door or peeking through the windows without Incantatrix's (or the Magnus') leave, only see an decrepit interior and not the fantastic actuality.

    Inside, the building has a curious mix of quaint Victorian and Vintage Retro styles, but rooms have a tendency to rearrange themselves on a whim, and sometimes doorways appear to lead places where they should not. The residence abounds with minor magical phenomena: talking paintings and statues, clocks that chime thirteen, and books that open or replace themselves on the shelves on their own. The home is maintained by a number of magically summoned Unseen Servants, and rarely, out of the corner of the eye, sprites or brownies can be seen tidying the place up. None of it seems to perturb its sole resident.

Combat:
  • Initiative +1
  • Close Attacks
    • Unarmed +4 Damage +0 (DC 15)
  • Ranged Attacks [Subject to change due to Accurate Attack and Power Attack]
    • Hood of Heshem +[Area] Concealment Attack +4 (DC Dodge 14; magical, All Visual Senses; Burst Area: 30 feet radius sphere, Attack: Dodge, Increased Range: ranged)
    • Illusions of Idolon +[Perception] Illusion +4 (DC Insight 14; magical, Affects: All Sense Types, Area: 30 cft.,; Illusion Area)
    • Lamal's Mystic Sanction +8 Nullify +8 (DC Will 18; magical, Counters: Magic, DC 18; Broad, Simultaneous)
    • Magic of the Modrossus +8 Damage +12 (DC 27; magical)
    • Mindflame of Phoros +8 Damage +8 (DC Will 23; magical)
    • Sirrion's Scarlet Enervation +8 Weaken +8 (DC Will 18; magical, Affects: Physical Abilities; Broad: Physical Abilities - One at a Time, Increased Range: ranged)
  • Saves
    • Dodge +8
    • Parry +8
    • Fortitude +6
    • Will +13
    • Toughness +12/+6 Impervious (+0/+0 without Arisen Aegis of Abbridon)


Incantatrix - PL 10

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

Advantages
Accurate Attack, Equipment 3, Power Attack, Ranged Attack 5, Ritualist

Skills
Expertise: Magic 10 (+13), Insight 6 (+12), Intimidation 4 (+8), Perception 4 (+10), Persuasion 4 (+8)

Powers
  • Draught of the Elixir of Life
    • Immortality: Immortality 1 (preternatural, Return after 2 weeks)
    • Immunity: Immunity 1 (preternatural, Aging)
  • The Thaumaturgic Arts
    • Hood of Heshem: Burst Area Concealment Attack 4 (magical, All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, Attack: Dodge, Increased Range: ranged)
    • Illusions of Idolon: Illusion 4 (magical, Affects: All Sense Types, Area: 30 cft., DC 14; Illusion Area)
    • Lamal's Mystic Sanction: Nullify 8 (magical, Counters: Magic, DC 18; Broad, Simultaneous)
    • Magic of the Modrossus: Damage 12 (magical, DC 27; Increased Range: ranged)
    • Mindflame of Phoros: Damage 8 (magical, mind, DC 23; Increased Range: ranged, Alternate Resistance: Will)
    • Riving of the Modrossus: Teleport 3 (magical, 250 feet in a move action, carrying 50 lbs.; Accurate, Extended: 8 miles in 2 move actions, Easy, Portal, Precise, Custom 1: Double Sized Portal (up to 12 feet across))
    • Sirrion's Scarlet Enervation: Broad Weaken 8 (magical, Affects: Physical Abilities, Resisted by: Will, DC 18; Broad: Physical Abilites - One at a Time, Increased Range: ranged)
  • Unshackle The Soul: Remote Sensing 8 (magical, psychic, Affects: 3 Types, inc. Visual - Visual, Audio, Mental, Range: 1 mile; Subtle 2: undetectable; Limited: Physical Body is Defenseless)
    • The Arisen Aegis of Abbridon
      • Flight: Flight 4 (magical, Speed: 30 miles/hour, 500 feet/round)
      • Force Field: Force Field 12 (magical, +12 Toughness; Impervious [6 ranks only])


Equipment
The Brownstone In-Between

Offense
Initiative +1
Grab, +4 (DC Spec 10)
Hood of Heshem: Burst Area Concealment Attack 4 (DC Dog 14)
Lamal's Mystic Sanction: Nullify 8, +8 (DC Will 18)
Magic of the Modrossus: Damage 12, +8 (DC 27)
Mindflame of Phoros: Damage 8, +8 (DC Will 23)
Sirrion's Scarlet Enervation: Broad Weaken 8, +8 (DC Will 18)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 13

Power Points
Abilities 42 + Powers 60 + Advantages 12 + Skills 14 (28 ranks) + Defenses 24 = 152

Click to reveal.. (Experience Log)

Code:
Item                           Gain/Spent       Balance        Total
Character Creation             +150/-150           0           150pp
Issue #1                           +1              1           151pp
Riving of the Modrossus            -1              0           151pp
Issue #2                           +1              1           152pp
Upgraded Headquarters              -1              0           152pp

Ht: 5'5'', Wt: 105 lbs, Eyes: Cyan, Hair: Purple
Description: A moon-elven woman of striking beauty and a leggy, curvaceous figure, apparently in her late teens or early twenties. Her every graceful movement suggests a dance, her clear and lyrical voice is exotically accented and holds melodious music.

Appearance: 5/2 (Exotic), Charisma: 5/3 (Fey)
Merits: Sexy, Enchanting Voice
Flaws:Aberrations: Distinctive Looks, Sex Object, Surreality

#8 TUM TUM

TUM TUM

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  • RPG Poster
  • 53 posts
  • Joined 15-December 02

Posted 04 April 2011 - 07:32 PM

TUM TUM

    
Personal Information:
Public Identity: TUM TUM
Marital Status: Single

Physical Traits:
Height: 7'2"
Weight: 465 lbs.
Gender: Male
Ethnic Background: Caucasian
Eye Color: Blue
Hair Color: Brown
Handedness: Right
Age: 30

Appearance: TUM TUM is built like a sumo.  His large mouth is framed by his giant fro style hair.   He wears a bright red sweat suit.  

Powers, Skills, and Personality:
Known Powers:
TUM TUM has no external powers beyond his physical frame.  He does possess superhuman strength and stamina.  

Abilities/Special Skills:
TUM TUM is a capable hunter, fisherman and farmer.  He grows or catches most of his food.  He lacks fine motor control and cannot operate most machinery.  He does have a projector in him home that he is able to use, even though he often has to get new remotes.  He knows how to play reruns of Dancing with the Stars, which he watches as often as possible.  The screen often has holes in it due to his uncanny ability to get upset and throw the remote at any time Bristol Palin defeats someone TUM TUM likes on the show.  

Personality:
TUM TUM is a great white shark patrolling the Emerald City each night looking for wrongs to right and food to eat.  He is a super hero Frankenstein.  He doesn't fit in with the crowd so he has spent the majority of his life alone.  He is brutish, but childlike.  He is easily overcome with joy or sorrow. He will defend anyone that has befriended him to the death.

TUM TUM loves women, sweets and SAMMICHES... but not necessarily in that order.

Background:
TUM TUM simply is.  He doesn't know where he came from.  He traveled across North and South America before making his home in the pacific northwest of the US.

He currently lives in cabin in rural Washington.  By day he is regularly fishing or hunting.  He dances the night away soaring through Emerald City's skyline.

Complications
Complication - Prejudice: TUM TUM's presence scares most people.  He struggles for acceptance.  People often flee from him, even those he is trying to protect.
Complication - Disability: TUM TUM is mentally challenged, suffering from a low IQ.  Modern life is difficult for him.
Complication - Power Loss: TUM TUM seeks solace in food.  Without steady food he becomes withdrawn and sullen to the point where he cannot function.
Motivation: Acceptance: TUM TUM tries to help others in hopes of making friends.  The friends that he does make often disappear before he is scheduled to meet them again.  The more people that he loses, the more he dedicates himself to helping those in need.  He will either make new friends or find those responsible for making all of his past friends not show up to meet him.  

Note: This character is based on the City of Heroes version of TUM TUM, not the Aberrant version.

Combat:
  • Initiative +1
  • Close Attacks
    • TUM TUM SMASH +8 Damage +12
  • Ranged Attacks
    • TUM TUM STOMP Damage +10 (DC 25; Line Area: 5 feet wide by 30 feet long; Limited: target must be in contact with the same surface)
    • TUM TUM CLAP Damage +10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Limited: target must be in contact with the same surface)
  • Saves
    • Dodge +6
    • Parry +6
    • Fortitude +14
    • Will +6
    • Toughness +14 (Impervious: +10)


TUM TUM - PL 10

Strength 12, Stamina 14, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 2

Advantages
All-Out Attack, Diehard, Interpose, Power Attack

Skills
Athletics +16, Close Combat: Unarmed +8, Deception +2, Expertise: Streetwise +4, Insight +1, Intimidation +8, Perception +7, Persuasion +2, Ranged Combat: Throw +4, Stealth +1

Powers
  • Enhanced Ability: Enhanced Stamina 10 (+10 STA)
  • Fast Recovery: Regeneration 4 (Every 2.5 rounds, Advantages: Diehard)
  • Foot Stomp: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long; Limited:
    target must be in contact with the same surface)
    • Alternate: Shockwave: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Limited: target must be in contact with the same surface)
  • Life Support: Immunity 10 (Life Support)
  • Super-Leaping: Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)
  • Super-Strength
    • Enhanced Strength: Enhanced Strength 8 (+8 STR)
    • Power-lifting: Power-lifting 4 (+4 STR for lifting)
  • Thick Skin: Impervious Toughness 10 (+10 Toughness)


Offense
Initiative +1
Foot Stomp: Line Area Damage 10 (DC 25)
Grab, +6 (DC Spec 22)
Shockwave: Burst Area Damage 1 (DC 16)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)

Movement
Base Movement Speed - 2 miles/hour, 30 feet/round (run 4 miles/hour, 60 feet/round; swim 0.5miles/hour, 6 feet/round)
Routine Jump Distance - Running jump: 26 ft.; standing: 13 ft.; vertical: 5.2 ft.; standing vert.: 2.6 ft.
Super-Leaping: Leaping 12 - Leap 4 miles at 250 miles/hour in 1 minute
Throwing Distance - Throw 6 ktons 6 feet; throw 1600 tons 30 feet; throw 400 tons 120 feet

Complications
Complication - Prejudice
Complication - Power Loss
Complication - Disability
Motivation: Acceptance

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 14, Toughness 14 (Impervious: +10), Will 6

Power Points
Power Level 10, 150 PP; Abilities 36 + Powers 88 + Advantages 3 + Skills 13 (26 ranks) + Defenses 10


#9 Blitz

Blitz

    NPC

  • RPG Poster
  • 62 posts
  • Joined 10-April 11

Posted 10 April 2011 - 05:30 AM

Name: Blitz

Personal Information:
Public Identity: Valentine Adoree Malach
Nicknames: Val, Valentine
Real Name: Vala Adolpha Mengele
Occupation: Homeless teen
Legal Status: American National by forged documents
Marital Status: Umarried
Known Relatives: None
Allegiance(s): None

Physical Traits:
Weight: 135 lbs
Height: 5’6”
Apparent age: mid teens (16)
Gender: Female
Ethnic Background: Caucasian
Eye Color: Green
Hair Color: Blonde
Handedness: Left
Age: 16

Appearance: Val is a cute teen, not overly so but definitely not ugly.  She’s slim and athletic, the former being due to her high metabolism and the latter due to her membership on the Razers, a teen villain group.  While on-duty for the ECK, she dresses in red leather pants and top; the shirt has a logo of a missile firing from right to left across her chest. Off-duty, she dresses like most teen girls; clothing that is way too mature for her.

Powers, Skills, and Personality:
Known Powers: As a speedster, Val’s been clocked at 4,000 mph.  Her body is in overdrive and metabolizes everything, from poisons to food, incredibly fast.  She also can move faster than anyone else and her body heals rapidly on its own.

Her defenses revolve around being tough.  While she can dodge with the best of them, she’s also pretty tough.  SHADOW eggheads have seen tougher, but not in someone who is also as fast as she is.

Offensively, she has small blasts that she can emit from her hands.  SHADOW eggheads are not sure what these blasts are; Val calls them her missiles.  Using them, she has developed three signature moves:
The Jericho – named after a imaginary missile she saw in a movie, the Jericho sends out a flurry of small missiles from her outstretched hands.
Rock’em Sock’em – this movement involves Val running in a straight line and hitting anyone who gets in her way.  Simple and brutal.
The Hammer – easily her most damaging attack.  Val plants her hand in the victim’s chest and releases a ‘missile’.  
Abilities/Special Skills: Due to her associations as a younger woman, Val has a wide variety of skills, most of which involve her being somewhere she shouldn’t be and getting there without being seen.  Even her skill at climbing, jumping and other acrobatic talents comes from her days of remorseless breaking and entering.
Personality: Val is a teen girl and acts it.  She’s a little more hardened than most girls her age, having seen the high price of villainy first-hand.  While she can be silly and impulsive – and likes the Twilight books – she also can become serious when it is needed.  

Background:
Val was born as part of a Nazi eugenics project in Brazil code-named The Farm and funded by SHADOW.  It was designed to create the Aryan race, complete with superpowers.   Run by Mengele himself, it created powerful children destined to become villains, or so SHADOW hoped.  All the children were named by Mengele; their first names were strong Germanic names, their middle was Adolph or Adolpha and their last was Mengele in a burst of meglomania.  The Farm was found and stopped after producing only twenty children or so.  Though all the adult responsible were arrested or killed, the children were long-gone, given to mentors and parents throughout SHADOW.  

Vala was adopted by the Ben “Dark Smoke” Frazier, who raised her to be a thief.  He soon realized that she wasn’t going to become a master thief like himself so he sent her to finish her training with the Razers.  She was accepted into their ranks and took the name Blitzkrieg.

The Razers were all children raised in the culture of the SHADOW, coming from various backgrounds and skill sets.  Val learned the value of teamwork and supporting others in her time with them.  Though the Razers thought they were on their own, they were subtly guided by their parents and mentors to make their time together a positive learning experience.   Vala made friends among the kids there, including Christina “Wasp-Sting” Garcia.  

Then Johnny “Blood Hand” Wu decided to sacrifice Christina for the success of a mission.  Christina died horribly, with Vala being helpless to stop them or help her friend.  Some young villains might have seen this as a lesson to be stronger and tougher than their fellow villains, to avoid that kind of betrayal.  Vala simply decided that villains sucked.  She used her limited computer skills to find a forgery artist and used her earnings to that date to buy herself a new life.  It isn’t a great ID, but it’s held up so far (and yes, she picked her public name, which is why it’s so silly but many would say it’s better than her birth name).  She ran away from her villain’s life and is trying to start in Emerald City.  It’s attractive because of its size and lack of a super-hero team.  She’s been making a living as best she can, mostly through homeless shelters in the city.

Complications
  • Secret Identity: Valentine isn’t her true name, and should the truth come out, it’s likely to be bad for her.  Even worse would be the truth about her origins; while not something she chose for herself, what else could be hidden in her genetics?
  • Power Loss: Val has to eat enough to fuel her body’s prodigious metabolism.  Without a high calorie diet, her powers rapidly fade.
  • Teenager: Teenagers are all a little crazy from their hormones.  Additionally, it’s hard for teens to make money without awkward questions arising.  There are a number of difficulties related to being a minor without guardians.
  • Misconceptions and Misunderstandings: Val may have decided that villains suck but one doesn’t overcome one’s childhood indoctrination overnight.
  • Secret Identity: Val would rather people not tie her to Blitz.  The Razers are bound to recognize Blitz as their former Blitzkrieg and Val doesn't want to be harassed 'off-duty'.
  • Motivation – Villains Suck: Losing her BFF made Val reassess her life as a villain.  What had happened to Christina had hurt her and it had sucked.  So she wants to make sure that no one else has to lose their BFF like she did.

Combat
  • Initiative +5
  • Close Attacks
    • Unarmed +4 Damage +1
    • Rock'em Sock'em +8 Damage +6 (Selective Multiattack, Accurate 2)
    • The Hammer +8 Damage +9 (Penetrating (Disruption), Accurate 2)
  • Ranged Attacks
    • The Jericho +13 Damage +4 (Selective Multiattack, Accurate 4 )
  • Saves
    • Dodge +11
    • Parry +10
    • Fortitude +8
    • Will +9
    • Toughness +9 (notes)

Character Sheet
Strength +1, Stamina +1, Agility +5, Dexterity +5, Fighting +4, Intellect +0, Awareness +2, Presence +2

Defense:    
Dodge:       +0 / +5 / +6 = 11
Parry:       +0 / +4 / +6 = 10
Fortitude    +7 / +1 / +0 = 8
Toughness    +0 / +1 / +8 = 9
Will         +7 / +2 / +0 = 9

Advantages:
Interpose, Language: German, Set-up, Teamwork

Skills:    
Acrobatics 4 (+9), Athletics 8 (+13), Deception 4 (+6), Perception 4 (+6), Stealth 4 (+9), Technology 6 (+6)

Powers:
  • Rapid Metabolism: Immunity 1 (Poison); Quickness 11; Regeneration 5; Speed 11 (4,000 MPH) • 28 points
  • Armored - Bullet: Enhanced Defenses 12 (Dodge 6, Parry 6); Protection 8, Impervious • 28 points
  • The Missiles: Speedster Stunts: Array (20 points plus 1 point of Alternate Effect)
    • The Jericho - Rapid Fire: Selective Ranged Multiattack Damage 4, Accurate 4 • 20 points
    • AE Rock’em Sock’em - Rapid Attack: Selective Multiattack Damage 6, Accurate 2 • 1 point
    • AE The Hammer - Disruption: Penetrating Damage 9, Accurate 2 • 1 point

Abilities 40 Skills 16 Powers 77 Defenses 14 Advantages 3 Total 150

Click to reveal.. (HP tracking)
4/10 - Start of game +1
4/10 - Posting to thread +1
4/10 - Hiding secret ID +1
4/10 - Hitting Mongoose -1
4/10 - Hitting Death Magnetic -1
4/10 - Reducing Fatigue -1

4/10 Net: 0

4/23 - Posting to prelude +1
4/23 - Technology check on alien ship -1
4/23 - Nasty GM ambush! +1
4/23 - Negating a one on attack roll -1

4/23 Net: 0

Hero Points
5/21 - Standard +1
5/21 - Reply to Issue +1
5/21 - Misconceptions and Misunderstandings +1
5/21 - Reroll attack on Anvil -1
5/21 - Reroll attack on Magnetic -1
5/21 - Reroll attack on Magnetic -1

5/21 Net: 0
Click to reveal.. (Experience Tracker)
+1 PP, awarded for Chapter 1 = 1 total
-1 PP, spent to add German as a language = 0 total
+1 PP, awarded for Chapter 2 = 1 total
Click to reveal.. (Original from chat)
Speedster

Youth: You’re still just an impulsive kid, new to the scene and experimenting with your powers.
ABILITIES — YOUTH
STR STA AGL DEX FGT INT AWE PRE
1 1 5 5 4 0 2 2

Team-Player: You have experience working as part of a super-team.
So ... you may be a former Sidekick!
Interpose, Set-up, Teamwork

Thief: You’ve operated outside the law.
Deception 4, Stealth 6, Technology 6

Athlete: You are a trained athlete.
Acrobatics 4, Athletics 8, Perception 4

Running
Rapid Metabolism: Immunity 1 (Poison); Quickness 11; Regeneration 5; Speed 11 (4,000 MPH) • 28 points

Speedster Stunts: Array (20 points plus 1 point of Alternate Effect)
Rapid Fire: Selective Ranged Multiattack Damage 4, Accurate 4 • 20 points
Rapid Attack: Selective Multiattack Damage 6, Accurate 2 • 20 points
Disruption: Penetrating Damage 9, Accurate 2 • 20 points

Bullet: Enhanced Defenses 12 (Dodge 6, Parry 6); Protection 8, Impervious • 28 points

DEFENSES
DODGE PARRY FORTITUDE TOUGHNESS WILL
+0 +0 +7 +0 +7
POWER POINTS
Abilities 40 Skills 16 Powers 77 Defenses 14 Advantages 3 Total 150






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