Search the Community
Showing results for tags 'character build'.
-
Taylor Trim Power Level: 8/10 (150/150PP) Trade-Offs: Barrage: +2 Attack / -2 Damage, -2 Defense / +2 Toughness; Crusher: -2 Attack / +2 Damage, -4 Defense / +4 Toughness; Shadow: +2 Attack / -2 Damage, +2 Defense / -2 Toughness; Sprint: +2 Attack / -2 Damage, +2 Defense / -2 Toughness; Swoop: None In Brief: Young entrepreneur super-seamstress. Catchphrase: "That could use a little mending." Theme: Material Girl Public Identity Birthplace: Emerald City Residence: Family home in the Hanover neighborhood. Base of Operations: Taylor is currently running her fledgling business: Taylor's Enhancement Services out of the basement in her parent's house. Occupation: Young super-tailor entrepreneur and Claremont student Affiliations: Ishen's Enhancements, Emerald University Physics Department, Claremont Academy, Taylor's Enhancement Services Family: Diwei (grandmother), "Uncle" Ishen (mentor), Liam Trim (father), Chanxin Trim (mother), Fionn and Cadhla Trim (grandparents) Description: Age: 16 (10/31/2008) Apparent Age: 16 Gender: Female Ethnicity: Half Han Chinese, half Irish. Height: 5' 7" Weight: 110 pounds Eyes: Brown Hair: Black Most of Taylor's gross features are attributable to her Han ancestry, although a careful observer might see subtle hints of her Irish ancestry in her facial shape. A slender teenager, Taylor carries herself with a reserved swagger. Her personality and unusual off-world upbringing have helped to shape a unique blend of individuality and respect for tradition. Most of the clothes she wears she has made herself. Some you would never guess, and others are one-of-a-kind unique items. To promote her business, Taylor has developed several Demonstration Suits for use in high-visibility acts of superheroics: Barrage: Warm red, white, and gold with a traditional Chinese collar give nod to one side of Taylor's ancestry while also hinting at impressive "fireworks" this Demonstration Suit can command. Crusher: Synthetic musculature seamlessly coordinated with Taylor's movements give the impression of an eight-foot-tall bodybuilder physique under a skin-tight suit of black, blue, purple, and gold. Shadow: Carbon black optical paneling screams "stealth-capable", until the suit completely vanishes. Sprint: Bright blue with gold and red accents grab the viewers attention for Taylor's super-speedster Demonstration Suit. Swoop: "Look good as you soar over the city" is Taylor's style philosophy, which this flashy black and yellow bodysuit aptly fulfills. History: Taylor was born in Emerald City to Chanxin and Liam Trim, two too-busy software engineers. She spent much of her early years being looked after by her grandmother, Diwei, a semi-retired seamstress. One day, while walking along the beach with her grandmother, little Taylor picked up a strange, beautiful object that had washed up from the sea. At her touch, the thing began to glow and levitate, scanning her with a blue-green light beam and attempting to communicate with her in an alien language. Something in the extradimensional energy leaking from the device interacted with a hidden potential, deep in Taylor's DNA, and the young girl's mind began to operate at an accelerated rate. Diwei grabbed Taylor to protect her, but the hovering glowing thing was now speaking to them in English. "Unbelievable! You found my grkkschtik! After all these blanfals! I'll be right over to pick it up in a smezel . . . Which is about . . . 50 of your Earth days! Keep it safe, won't you?" And the thing went silent and dark, falling to the ground. Chanxin and Liam were pretty skeptical of Diwei and Taylor's story. But there was no denying something had changed with Taylor. The girl had always been clever, but now she was figuring things out so quickly, her two parents didn't know whether to feel proud or scared. Fifty days of waiting proved Diwei and Taylor weren't liars, when the Trim house front door was visited by a pale blue impossibly thin creature calling themselves Ishen. The family stood flabbergasted as Ishen explained they had been visiting Earth to research some materials produced by aquatic invertebrates when they had misplaced their grkkschtik, which turned put to be something like a glorified personal organizer. Ishen was quite thankful and polite, and was excited to learn that Diwei was a seamstress, the alien being in a similar trade themself. After an interesting evening of conversation , the alien bid the Trims farewell, and returned to their spacecraft, hovering jarringly right above the family home. All seemed well. And then everybody started to wonder where Taylor was. Stowed away on Ishen's spacecraft, four-year-old genius Taylor Trim began to explore and experiment with all of the wonderful devices on board. She was being as sneaky as she could about it. But it turns out that even genius four-year-olds are no match for the environmental diagnostic system and advanced computer of an interstellar-capable alien spacecraft. If Ishen wasn't taking a nap, Taylor would have been caught immediately. Ishen is of a species with a 96-hour sleep cycle. Reasonably concluding Taylor was the victim of an alien abduction, the Trims had alerted authorities, very skeptical authorities, and were at their wit's end when a self-conscious Ishen returned with their daughter, explaining apologetically that she had snuck aboard. After suspicions finally abated, they all laughed about it. All except Taylor, who was frankly pretty miffed that she had been caught so early. Ishen, for their part, had been impressed with how clever Taylor was, and gave the Trim family a sub-space communicator with which they could keep in touch. Ishen ran a business that kept them moving about our little corner of the galaxy. They made bespoke personal enhancement suits for extremely wealthy clientele. Whenever their business took them within a reasonable detour of Earth (maybe once every few years or so), they would swing by to tell jokes with Diwei and to check in on Taylor. For her part, Taylor soaked up everything she could about being a seamstress from her Gran. School was really boring intellectually, but, when she got a little older, Taylor's parents worked out for her to help out Professor Krishnamurti at Emerald University with theoretical physics problems. When Taylor was ten, Ishen proposed the idea of her spending a year traveling the stars with them in apprenticeship. Sort of like a study abroad type situation. Liam and Chanxin were initially skeptical, but eventually relented, and Taylor was to spend her twelfth year cruising the galaxy and learning from Ishen. Taylor absolutely loved working for Ishen and traveling the stars. As the year drew near a close, she began to dread returning to Earth. Fate intervened, however, and the Supreme Warlord Kiffinul of planet Grimrock took the pair under a compulsory work contract, an arrangement also referred to loosely as "kidnapping". Ishen explained that this sometimes happened in their line of work, and apologized for the inconvenience. Taylor's parents were understandably beside themselves, but there really wasn't much they could do about it. At first, Taylor was secretly delighted by the surprise extension of her space adventure. But as time stretched on into three Earth years, she began to get truly homesick. That, and she had a feeling Prince Grevrobbil had his eye on her to be one of his wives, which was just gross! Sensing the impending crisis for Taylor, Ishen took uncharacteristic risks to have them both smuggled out of Kiffinul's Gloom Palace and the pair managed a daring escape of the system. Returning to Earth, Taylor was overjoyed to be reunited with Diwei, Chanxin, and Liam, who had all moved to Freedom City (Liam's childhood home), which put them closer to Liam's parents. Taylor had earned her own set of alien-tech tools working for Ishen, and she announced that she was going to start her own little business on Earth, now that she was back. Personality & Motivation: Taylor is plucky. And clever, really clever. For the most part, she loved her adventure in space, but now she's really glad to be home and able to experience our planet as a teen. She's passionate about her craft and throws herself into her new business venture. Powers & Tactics: Besides her accelerated intellect and specialized crafting skills, Taylor is an ordinary human. She has an advanced alien technology cleverly disguised to look like an ordinary tailor's apron, which speeds her body up to keep pace with her mind and can produce virtually any crafting tool she could need at will. Taylor is a genius invetor obsessed with super-suits. Her quickness increases the practicality of designing and building an Invention in-game. If she takes a -5 penalty to rush, she can design an Invention in about 1 minute per Power Point, and build it in about 4 to 5 minutes per Power Point. She is also constantly prototyping new super suit elements, which she will ask her superhero friends to trial and review in-game. Using her Apron, she can summon these prototype devices from z-space storage and fit them to allies in a full turn action. The abilities of these prototype devices can be quite diverse, although they don't stack with existing bonuses, are limited to a feature or other 1 PP Rank 1 Power, and only last for one scene. To promote her new business, Taylor has crafted five Demonstration Suits which can each be instantly summoned onto her body from their Z-Space storage wardrobe using her Apron. Demonstration Suit: Barrage showcases offensive weaponry with ranged selective indirect area plasma attacks, super-senses for spotting targets, and impervious protection. Combat strategy involves taking cover and raining plasma projectiles down on enemies. Demonstration Suit: Crusher increases Taylor's size, strength and stamina, providing impervious toughness and regeneration. Combat strategy involves damage resistance, demoralizing foes, punching, throwing things, and grappling. Demonstration Suit: Shadow provides multi-sense concealment, enhanced dexterity, a magnetism-based melee attack, and super-senses and super-movements designed for stealthy infiltration. Combat strategy involves sneaking up on someone, shanking them, and slipping away. Demonstration Suit: Sprint greatly increases Taylor's speed, the range of her vision, and her healing rate. She can run up walls, across water, or all around bad guys, punching or tripping them repeatedly, or she can slam right into some unlucky thing at 5,000 mph. Ouch! Demonstration Suit: Swoop takes Taylor to the sky, with eyes of an eagle. All of the suit's powers and maneuvers are centered around flight: fast overruns, sonic boom trail area attack, and slams - as well as immunities suited to high-flying. Power Descriptions: Taylor's mental Quickness is a Mutation triggered by exposure to Ishen's grkkschtik when she was a young child. Her Apron is actually an advanced alien technology time dilation and z-space manipulation device she uses to work more quickly and to summon her Demonstration Suits. Her Demonstration Suits are all crafted of advanced materials and all feature the use of advanced AI to allow optimal use of their abilities. To "get her face out there" for advertizing purposes, none of Taylor's suits cover any part of her head. Instead, they feature force shielding over the head region for protection. Several of the Demonstration Suits feature super-senses that are achieved with optic manipulations immediately in front of Taylor's eyes, and not visible externally. Suit: Barrage summons and commands swarms of glowing yellow balls of plasma and is protected by a personal force-field. Suit: Crusher flexes an 8-foot tall frame of carbon nanotube synthetic actin, which behaves as if it were Taylor's own musculature and actively interfaces with her body to promote homeostasis under extremely adverse conditions. Suit: Shadow super-charges Taylor's nervous system, can enter Stealth mode with alien signal-less technology, energizes a touchless melee-range magnetic projection, and can temporarily partially dimension shift to pass through solid obstacles. Suit: Sprint uses high density time dilation materials to dramatically increase Taylor's speed and healing, as well as collison-responsive force shielding. Suit: Swoop flies at high speed through a self-telekinetic effect, which can also be tweaked to create a powerful close-range shockwave trail. With Extra Effort, Taylor can enhance radiation shielding for short-range space flight (like a grueling 24-hour marathon to the moon) or adjust the pressure equilibriator for underwater travel. Complications: Space Bias: Comparing her childhood in Emerald City (which is much less superhuman-dense than Freedom City) to her adolescence in outer space can lead Taylor to assume that Earthling opponents will be totally over-matched by her Demonstration Suits, possibly getting her into a pickle if she badly underestimates foes. Vulnerable Family: Taylor's family has no special defenses and, since Taylor has no secret identity, could be put at risk in order to influence her actions. Abilities: 0 + 4 + 4 + 16 + 8 + 0 = 32PP Strength: 10 (+0)/30 (+10 Crusher) Dexterity: 14 (+2)/26 (+8 Shadow) Constitution: 14 (+2)/30 (+10 Crusher)/18 (+4 Sprint) Intelligence: 26 (+8) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 6 (2PP / Base Attack) + 6 (2PP / Base Defense) = 12PP Taylor Trim: Initiative: +8 Attack: +3 Base Defense: +3 (+3 Base, +0 Dodge Focus), +1 Flat-Footed Grapple: +3 Knockback: -2 Barrage: Initiative: +8 Attack: +4 Base, +10 Plasma Barrage Defense: +6 (+3 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +4 Knockback: -3 Crusher: Initiative: +8 Attack: +2 Base, +6 Melee, +6 Throwing Defense: +4 (+2 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +26 Knockback: -10 Shadow: Initiative: +12 Attack: +4 Base, +10 Neural Spike Defense: +10 (+4 Base, +6 Dodge Focus), +7 Flat-Footed (Uncanny Dodge) Grapple: +12 Knockback: -3 Sprint: Initiative: +24 Attack: +4 Base, +10 Super-Speed Defense: +10 (+4 Base, +6 Dodge Focus), +7 Flat-Footed (Uncanny Dodge) Grapple: +4 Knockback: -3 Swoop: Initiative: +12 Attack: +3 Base, +8 Flying Defense: +8 (+3 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +5 Knockback: -3 Saving Throws: 2 (1PP / Fortitude) + 2 (1PP / Reflex) + 4 (1PP / Will) = 8PP Taylor Trim: Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+2 Dex, +2) Will: +8 (+4 Wis, +4) Barrage: Toughness: +10 (+2 Con, +2 Defensive Roll, +6 Protection, [+8 Impervious]) Fortitude: +4 (+2 Con, +2) Reflex: +10 (+2 Dex, +8) Will: +8 (+4 Wis, +4) Crusher: Toughness: +12 (+10 Con, +2 Defensive Roll, [+8 Impervious]) Fortitude: +12 (+10 Con, +2) Reflex: +4 (+2 Dex, +2) Will: +8 (+4 Wis, +4) Shadow: Toughness: +6 (+2 Con, +4 Defensive Roll) Fortitude: +4 (+2 Con, +2) Reflex: +12 (+7 Dex, +4) Will: +8 (+4 Wis, +4) Sprint: Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+4 Con, +2) Reflex: +13 (+2 Dex, +11) Will: +8 (+4 Wis, +4) Swoop: Toughness: +6 (+2 Con, +4 Defensive Roll) Fortitude: +4 (+2 Con, +2) Reflex: +10 (+2 Dex, +8) Will: +8 (+4 Wis, +4) Skills: 48R = 12PP Acrobatics 0 (+2)/12 (+14 in Sprint Suit) Computers 1 (+9) Craft: Electronic 12 (+20), Inventor Craft: Mechanical 12 (+20), Inventor Disable Device 7 (+15) Intimidation 0 (+0)/12 (+14 in Crusher Suit) Knowledge: Physical Sciences 7 (+15) Knowledge: Technology 7 (+15) Language 2 (English, Standard Galactic, Mandarin) Notice 0 (+4)/8 (+12 In Barrage Suit) Feats: 7PP All-out Attack Beginner's Luck Defensive Roll 1 Inventor Luck 2 Speed of Thought Powers: 2 + 82 = 84PP Quickness Rank 4 (Fast Mind, 25x speed; Flaws: Mental Only) [2PP] (Mutation) Device Rank 20 (Taylor's Apron; 100PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 - Taylor Only) [82PP] (Looks like an apron, Technological, Z-Space Instrument) • Feature Rank 10 (Shareable Wearables) As a Full Action, Taylor can fit a Hard-to-Lose Prototype Device on a willing person (but not herself). This Device has most of the Limitations of Equipment: No Bonus Stacking, No Extra Effort, and Vulnerability to Damage or Loss, as well as most of the Limitations of Inventions: good for use in 1 encounter, +1 additional encounter per Hero Point spent. This Prototype Device grants the wearer 1 Feature or other 1 PP Rank 1 Power, determined at the time of the attachment. Taylor can only fit a Prototype Device during times of peace and calm, unless she spends a Hero Point. Taylor can have up to 5 of these devices attached to people at any one time, but only one device can be fitted to any one person. [10PP] (Technological, Z-Space Accessory Stash) • Improvised Tools (Ready Tools) [1PP] (Technological, Z-Space Tool Stash) • Power Attack [1PP] (Technological, AI-Enhanced Neural-Material Link) • Quickness Rank 4 (Fast Hands, 25x speed; Flaws: Physical Only) [2PP] (Technological, Time Dilation) • Speed Rank 2 (Fast Feet, 25 mph base speed) [2PP] (Technological, Time Dilation) • Array Rank 40 (Demonstration Suit Wardrobe, Feats: Alternate Power 4) [84PP] (Technological, Z-Space Outfit Stash) Base Power: Alternate Form Rank 16 (Demonstration Suit: Barrage; 80/80 PP Container) [80PP] (technological, super-suit) • Damage Rank 6 (Plasma Barrage, Feats: Accurate 3, Affects Insubstantial 1, Homing 1, Improved Critical 2, Improved Range 1 - 150' Increments, Indirect 3, Precise, Progression 1: Range - Max Range 1,500 feet, Progression1: Area - 60' Radius Burst; Extras: Area: Targeted Burst, Penetrating 2, Range, Selective Attack) [40PP] (Plasma) • Enhanced Trait: Attack 1 (AI-Enhanced Neural-Material Link) [2PP] (technological) • Enhanced Trait: Feats Rank 8 (AI-Enhanced Neural-Material Link; Dodge Focus 3, Evasion 2, Improved Aim, Precise Shot, Ranged Pin) [8PP] (technological) • Enhanced Trait: Notice Rank 8 (AI-Enhanced Neural-Material Link) [2PP] (technological) • Enhanced Trait: Reflex Save Rank 6 (AI-Enhanced Neural-Material Link) [6PP] (technological) • Protection Rank 6 (Personal Force-field, Extras: Impervious Toughness 8) [14PP] (technological, force-field) • Super Senses Rank 8 (X-Ray Vision, Extended Vision 2 - 100x, Vison Counters Concealment) [8PP] (technological, X-Ray Vision blocked by gold or denser material) Alternate Power: Alternate Form Rank 16 (Demonstration Suit: Crusher; 80/80 PP Container) [80PP] (technological, super-suit) • Enhanced Trait: Constitution Rank 6 (Reactive Homeostasis Support, +12 Constitution Score) [12XPP] (technological) • Enhanced Trait: Feats Rank 15 (AI-Enhanced Neural-Material Link; Attack Focus: Melee 4, Attack Specialization: Thrown Object 2, Challenge: Fast Demoralize, Dodge Focus 2, Improved Critical: Unarmed Strike 2, Improved Grab, Improved Grapple, Improved Pin, Interpose) [15PP] (technological) • Enhanced Trait: Intimidation Rank 12 (AI-Enhanced Neural-Material Link) [3PP] (technological) • Enhanced Trait: Strength Rank 6 (Carbon Nanotube Synthetic Actins, +12 Strength Score) [12PP] (technological, material) • Growth Rank 4 (Extras: Duration - Continuous, Flaws: Permanent) [12PP] (Large Suit, +8 Strength, +4 Constitution, +4 Grapple, + 2 Intimidation, +5 Lift/Carry, -1 Combat, -4 Stealth) • Impervious Toughness Rank 8 [8PP] (technological, material, force-field) • Regeneration Rank 5 (Reactive Homeostasis Support; Recovery Rate: Bruised 3 - No Action, Staggered 1 - 20 Minutes, Unconscious 1 - 1 Round) [5PP] (technological) • Super Strength Rank 6 (Lift/Carry 65, Feats: Shockwave) [13PP] (technological, material) Alternate Power: Alternate Form Rank 16 (Demonstration Suit: Shadow; 80/80 PP Container) [80PP] (technological, super-suit) • Concealment Rank 8 (Gone, All Visual, All Auditory, All Olfactory, Feats: Close Range) [17XPP] (Technological) • Damage Rank 6 (Neural Spike, Feats: Accurate 3, Improved Critical 2; Extras: Penetrating 2) [13XPP] (Magnetism) • Enhanced Trait: Attack 1 (AI-Enhanced Neural-Material Link) [2PP] (technological) • Enhanced Trait: Defense 1 (AI-Enhanced Neural-Material Link) [2PP] (technological) • Enhanced Trait: Dexterity 6 (AI-Enhanced Neural-Material Link, +12 Dexterity Score) [12PP] (technological) • Enhanced Trait: Feats Rank 17 (AI-Enhanced Neural-Material Link; Defensive Roll 1, Dodge Focus 6, Elusive Target, Evasion 2, Grappling Finesse, Improved Initiative 1, Instant Up, Move-by Action, Second Chance - Triggering Traps, Takedown Attack 2) [17PP] (technological) • Enhanced Trait: Reflex Save 2 (AI-Enhanced Neural-Material Link) [2PP] (technological) • Super Movement Rank 4 (Permeate 1, Trackless, Wall-Crawling 2) [8PP] (technological) • Super Senses Rank 7 (Snake Eyes; Darkvision, Danger Sense - Auditory, X-Ray Vision) [7PP] (technological, X-Ray Vision blocked by gold or denser material) Alternate Power: Alternate Form Rank 16 (Demonstration Suit: Sprint; 80/80 PP Container) [80PP] (technological, super-suit) • Damage Rank 6 (Hit 'em All, Feats: Progression: Area 3; Extras: Area: Targeted Super-Speed Melee: Shapeable - 60 contiguous 5-foot cubes) [15XPP] (bludgeoning) • Enhanced Trait: Acrobatics 12 (AI-Enhanced Neural-Material Link) [3PP] (technological, time dilation) • Enhanced Trait: Attack 1 (AI-Enhanced Neural-Material Link) [2PP] (technological, time dilation) • Enhanced Trait: Constitution 2 (Reactive Homeostasis Support, +4 Constitution Score) [4PP] (technological, time dilation) • Enhanced Trait: Defense 1 (AI-Enhanced Neural-Material Link) [2PP] (technological, time dilation) • Enhanced Trait: Feats Rank 26 (AI-Enhanced Neural-Material Link; Acrobatic Bluff, Attack Specialization 3: Super-Speed, Challenge: Fast Acrobatic Bluff, Dodge Focus 6, Elusive Target, Evasion 2, Fast Overrun, Improved Defense, Improved Overrun, Improved Initiative 4, Improved Trip, Move-by Action, Redirect, Sieze Initiative, Uncanny Dodge - Vision) [26PP] (technological) • Enhanced Trait: Reflex Save Rank 9 (AI-Enhanced Neural-Material Link) [9PP] (technological, time dilation) • Regeneration Rank 3 (Reactive Homeostasis Support, Recovery Rate Bruised 2 - Standard Action, Recovery Rate Unconscious 1 - 1 Round) [3PP] (technological, time dilation) • Speed Rank 6 (Stacks with Taylor's Apron to Speed 8, 2,500 mph base) [6PP] (technological, time dilation) • Immunity Rank 5 (Slam Damage) [5PP] (technological, material, force-field) • Super Movement Rank 2 (Wall-crawling 1, Water-walking; Flaws: Limited to while running only) [2PP] (technological, time dilation) • Super Senses Rank 3 (Extended Vision 2 - 100x, Radius Vision) [3PP] (technological) Alternate Power: Alternate Form Rank 16 (Demonstration Suit: Swoop; 80/80 PP Container) [80PP] (technological, super-suit) • Damage Rank 8 (Blast Trail, Feats: Progression: Area; Extras: Area, Targeted Flight Melee: Trail - 200' Trail) [17XPP] (force) • Enhanced Trait: Feats Rank 17 (AI-Enhanced Neural-Material Link; Attack Focus: Melee, Attack Specialization 2: Flight, Defensive Roll 1, Dodge Focus 5, Evasion 2, Fast Overrun, Favored Environment: Aerial, Improved Overrun, Improved Initiative 1, Improved Trip, Move-by Action) [17PP] (technological) • Enhanced Trait: Reflex Save Rank 6 (AI-Enhanceded Neural-Material Link) [6PP] (technological) • Flight Rank 8 (2,500 mph base speed) [16PP] (technological, telekinetic) • Immunity Rank 14 (Cold, Falling Damage, Slam Damage, All Suffocation, Vacuum) [14PP] (technological, material, force-field) • Protection Rank 2 (Personal Force-field) [2PP] (technological, material, force-field) • Super Strength Rank 2 (Increased Payload) [4PP] (technological, material) • Super Senses Rank 4 (Raptor Eyes; Darkvision, Extended Vision 2 - 100x) [4PP] (technological) Drawbacks: (-5) = -5PP Normal Identity (Without Taylor's Apron, she is a normal human, aside from the accelerated Intellect; Frequency: Common; Intensity: Major)[-5PP] DC Block Barrage Plasma Targeted Ranged Burst DC 21 Toughness Damage Crusher Unarmed Touch DC 25 Toughness Damage Thrown Object Ranged DC 25 Toughness Damage Shadow Neural Spike Touch DC 21 Toughness Damage Sprint Hit 'em All Targeted Melee Shapeable DC 21 Toughness Damage Swoop Blast Trail Targeted Melee Trail DC 23 Toughness Damage Totals: Abilities (32) + Combat (12) + Saving Throws (8) + Skills (12) + Feats (7) + Powers (84) - Drawbacks (5) = 150/150 Power Points
-
THE MIRROR Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Jack Reynolds (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Joshua Reynolds (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (identifies male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Jack Reynolds looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Jack was as well-worn by life as his beloved khaki suits. Following his transformation, however, Jack’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Jack Reynolds and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Jack's marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Reynolds retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Jack learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Jack was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Jack himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Reynolds oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Jack realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's long and storied heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Jack Reynolds epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Reynolds works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to repair the damage. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all biological in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. The Mirror's bizarrely abhuman physiology is significantly more electrically conductive than Jack Reynolds' former flesh and blood body. This negative aspect of his transformation has made him more vulnerable to the effect of electrical attacks, which are more likely to course through his form like a live wire and subsequently cause more damage to the metamorphic detective in their wake. Complications: Identity: Jack Reynolds endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Jack has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Reynolds works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 / -9 (solid form) Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 3) [23PP] (Biological, Mutation) • Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} • Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} • Alternate Powers: Elongation 3; Insubstantial 1; Speed 1; Strike 5 (Feats: Variable 1 [Physical], Mighty); Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form) {20/20} • Alternate Powers: Enhanced Strength 10; Impervious Toughness 9; Speed 1 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Biological, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
- 8 replies
-
- character build
- the mirror
-
(and 1 more)
Tagged with:
-
The Mirror Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Robert “Bob” Goodman (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Neil Goodman (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Robert Goodman looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Bob was as well-worn by life as his beloved khaki suits. Following his transformation, however, Bob’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Robert Goodman and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Goodman’s marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Goodman retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Bob learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Bob was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Bob himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Goodman oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Bob realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Robert Goodman epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Goodman works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to heal himself. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all physical in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. Complications: Identity: Robert Goodman endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Robert has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Goodman works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 2) [23PP] (Physical, Mutation) Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} Alternate Linked Powers: Elongation 3 + Insubstantial 1 + Speed 1 + Strike 5 + Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form; Feats: Variable 1 [Physical], Mighty) {20/20} Alternate Linked Powers: Enhanced Strength 10 + Impervious Toughness 9 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Physical, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
-
Florida-Man Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: An accident prone novice with enemies in high places attempts to restore his reputation. Catchphrase: “I meant to do that!” Theme: Unknown Brain – Superhero Alternate Identity: Grant Potosi (Secret) Birthplace: Vibora Bay, Florida (United States) Residence: His mom’s house, Vibora Bay, Florida (United States) Base of Operations: His mom’s house, Vibora Bay, Florida (United States) Occupation: Student; webcomic author/artist Affiliations: None (looking for group) Family: Selma Potosi (mother) & unknown father; Luiza Gonzales (sometimes girlfriend) Description: Age: 19 (DoB: 2000 [19th October]) Apparent Age: 19 Gender: Male Ethnicity: Mestizo (3/4ths Caucasian) Height: 6’2” Weight: 195lbs Eyes: Blue Hair: Blond Description: Grant Potosi is a tall, powerfully built young man with bright blue eyes and red-gold hair. He is naturally friendly and possesses a good sense of humor. As a civilian he can usually be found wearing a pair of faded denim bluejeans and a tee-shirt. As Florida-Man, he dresses in a costume sporting the official state colors (red, white, and orange) with a stylized reflective F on the chest and keeps his facial features concealed from onlookers with a pair of large, mirrored, visor-like sunglasses. History: Grant Potosi loves superheroes. The only child of a single mother and an absentee father, young Grant would run around the house with a bath-towel tied around his neck and paper the walls with crayon drawings of his favorite heroes performing their most famous deeds. At night, while he slept, Grant would sometimes dream that his father WAS a superhero, away fighting crime somewhere. These childhood fantasies seemed more likely than ever when his own powers began to develop at puberty. As a teenager, Grant developed a tall, powerful build that undersold his phenomenal superhuman strength. Although only academically average, Grant's artistic talents also matured and he became quite skilled at illustration. He eschewed sports, both out of a sense of fair play and a desire to keep his abilities a secret, though he did practice with his high-school wrestling team and picked up quite a few of their techniques. Those came in handy when he debuted as Florida-Man a year ago. Unfortunately, Florida-Man's superheroic career has had a rocky start. The fact of the matter is, Grant lacks fine control over his powers and often underestimates his own strength, with his inexperience often leading to expensive property damage. A series of misadventures led the Wimsey Corporation, one of the world's largest and most powerful media conglomerates, to smear Grant as an inept and incompetent embarrassment to Florida. Recently admitted to a trade school in the hopes of earning a visual arts degree and supplementing his income by writing and illustrating a weekly webcomic, Grant struggles to repair Florida-Man's reputation and become the kind of hero he looked up to as a child, the kind of hero his state deserves. Personality & Motivation: Grant is a friendly, jocular young man with more idealism than common sense. He is motivated by a desire to be accepted into the superheroic community he’s idolized since early childhood. As such, he adheres to a rigid, perhaps naive code of conduct. He tries to hold true to the familiar trappings of being a superhero, which includes withholding his secret identity from everyone – even those who could help him keep it safe. Powers & Tactics: Florida-Man’s powers, even his flashier ones, are simply brute applications of his incredible strength and durability. Despite his colorful costume and bombastic personality, Grant’s abilities are generally mundane in practice. Powerful muscles propel him at incredible speeds when running, for incredible distances when leaping, and allow for enormous physical strength when lifting or striking. His body is durable enough to withstand the stress of his strength, can resist most forms of damage, and is capable of rapid self-repair when wounded. Unfortunately, Grant lacks the training of a proper fighter and battles without grace or strategy. He’ll employ wild punches and sloppy counterattacks until he can pull his opponents into a grapple, where he’ll use what he learned from practicing with his high school wrestling team to subdue his enemies with a super-strong chokehold. Power Descriptions: Unbeknownst to Grant himself, his powers have more potential than he realizes due to his undiscovered nature as a biokinetic -- someone with the ability to modify the form and function of their own body. While largely uncontrolled at the moment, Grant’s powers have responded to his desire to be a hero and are providing him with the superhuman strength, speed, and durability needed to make it possible. Psionic attacks can interfere with Grant’s subconscious control over his physiology, more easily bypassing his defenses and causing him more damage. Complications: Accident Prone: Grant's misadventures all too often result in misunderstandings and property damage. Bad Reputation: the biased reporting of the Wimsey Corporation has turned the public against Grant. Enemy: Grant has somehow earned the ire of David Wimsey III, head honcho of the Wimsey Corporation. Identity: Grant endeavors to keep the fact that he is also the hero Florida-Man a carefully guarded secret. Relationship: Grant has a long-suffering, on again/off again girlfriend who doesn't know he's Florida-Man. Responsibility: Grant is a trade-school student and the writer/illustrator of a semi-successful webcomic. Worldview: Grant is idealistic to the point of being naive, and views the world in black and white terms. Abilities: 4 + 6 + 8 + 0 + 2 + 4 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 10 = 24PP Initiative: +3 Base) Attack: +7 Base Defense: +5, +3 Flat-Footed Grapple: +23 Super-Strength 9, +17 Super-Strength 3, +14 Base Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Craft (artistic) 10 (+10) Diplomacy 6 (+8 Base, +12 Attractive) Gather Information 6 (+8) Knowledge (current events) 6 (+6) Knowledge (popular culture) 6 (+6) Language 1 (English [native], Spanish) Notice 6 (+7) Search 6 (+6) Sense Motive 5 (+6) Feats: 6PP Attractive (+4) 1 Beginner’s Luck Chokehold Improved Pin Luck 2 Powers: 20 + 13 = 33PP Linked Powers 20 (Biokinetic Enhancements) [20PP] (Biological, Physical) • Linked Power: Enhanced Constitution 10 (Extras: Linked) [10PP] • Linked Power: Enhanced Strength 10 (Extras: Linked) [10PP] Biokinetic Focus Array 4.5 (9PP Array; Feats: Alternate Power 4) [13PP] (Biological, Physical) • Base Power: Healing 9 (Extras: Total; Flaws: Distracting, Limited to Self) [9PP] • Alternate Power: Impervious Toughness 9 (Flaws: Sustained) [9PP] • Alternate Power: Linked Power 8 (Feats: Improved Initiative) [9PP] ◦ Linked Power: Leaping 3 (Extras: Linked) [3PP] ◦ Linked Power: Quickness 2 (Extras: Linked) [2PP] ◦ Linked Power: Speed 3 (Extras: Linked) [3PP] • Alternate Power: Super-Strength 3 (Feats: Groundstrike, Shockwave, Thunderclap) [9PP] • Alternate Power: Super-Strength 9 (Flaws: Sustained) [9PP] Drawbacks: (-3) = -3PP Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Groundstrike 70ft Radius Strength Check Trip Shockwave 70ft Cone DC 17 Reflex Damage Thunderclap 35ft Area DC 17 Reflex Auditory Dazzle Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (13) + Feats (6) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: Light: 233; Medium: 455; Heavy: 700; Maximum: 1.4k; Push/Drag: 3.5k Base Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Carrying Capacity: Light: 1.9k; Medium: 3.7k; Heafy: 2.8t; Maxium: 5.6t; Pusg/Drag: 14t E-Str Throwing Distance: 2.8t 5ft; 100lbs 250ft; 10lbs 1000ft S-Str Carrying Capacity: Light: 59.6t; Medium: 119.4t; Heavy:179.2t; Maximum: 358.4t; Push/Drag: 896t S-Str Throwing Distance: 179.2t 5ft; 100lbs 4.7mls; 10lbs 18.9mls Jumping Distance: Running jump: 170ft; Standing jump: 85ft; High jump: 42ft Speed: 100mph/880ft per round
-
Arsenal Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +3 Attack / - 3 Damage, - 2 Defense /+2 Toughness In Brief: ex-hitman looking for redemption. : Catchphrase: "is that all you got?". Theme: Bodycount by Ice-T and bodycount. Alternate Identity: Leon Chekov Birthplace: The Ukraine Residence: Sunshine apartments. Base of Operations: Mr Fixit mobile locksmith van. Occupation: Locksmith Affiliations: none yet Family: Father Pietr Vladunov-retired ex-policeman living in Kharkiv, Ukraine. Mother Ludmilla Vladunov - housewife living in Kharkiv, Ukraine Sister Anastasia Tajik -nurse Kyiv general hospital and living in Kyiv, Ukraine.. Description: Age: 42 (DoB: 1976, 30th, November) Apparent Age:40's. Gender: male Ethnicity: slavic Height: 6'0" Weight: 260lbs Eyes: grey Hair: sandy hair Leon is a solidly built man with short sandy hair and cold grey eyes that don't seem to miss much. He has many small scars on his face and arms. He tends to wear well-worn jeans and work boots with a flannel shirt and a jacket, baseball cap and dark glasses. History: Leon went from special forces, to mercenary to elite hit man, stopping in every nasty war along the way, honing his skills in the crucible of combat. When his squad recieved a direct hit by a mortar crew Leon woke up somewhere else, a strange formless void. 'Am I dead?' he thought to himself. This didn't seem like heaven or hell, besides he wasn't ready to be dead yet. He fought his way out to find he was the only survivor and that his near-death experience had triggered a latent power, enabling him to make use of a small pocket of "somewhere else". It served him well when he tired of mercenary life and became a sought-after hitman. He could go through any metal detector on the planet, past any sniffer dog with a case of hand grenades and illegal substances and no-one would know. Business was good, too good. Not everyone saw what he did as a simple transaction, some took it personally. As the heat began to build up he decided it was time to retire and try a new career, one that no-one would ever suspect him of, hero. Personality & Motivation: Leon is a professional. He likes to get a job done. If he says he will do something he will do it. He is determined. He is not a smooth talker or a charmer and tends to prefer simple direct action. He is trying to redeem himself for his past crimes and make a new life for himself. He is also bored. After a life living on the edge an ordinary 9-5 seems like a death sentence. Capturing criminals alive is so much more challenging and entertaining than simply killing them. It is nice to be appreciated for his help, instead of despised. Powers & Tactics: Leon pulls weapons and equipment from out of what he calls "his black bag". He prefers to attack from a distance and using surprise, softening up his opponents with different sorts of non-lethal grenades. He will lay down covering fire while his team mates go in for the heavy hitting. Although he can take on ordinary humans in hand-to-hand he is aware of his limitations against super-powered individuals. Although he has used his dimensional space as a portal to somewhere else (short range teleport) or to hide in, this is normally an act of desperation. Power Descriptions: Leon/Arsenal can access a small inter-dimensional space. It looks like his hand just disappears. He is also one of the better fighters you will ever meet, having fought his way through some missions that should have been suicide and lived to tell about it. Complications: More than just business. Some people took exception to Leon doing his job and want to get vengeance on him. The baby is locked in tbe car. Leon is trying to set up a small business as a mobile locksmith. Sometimes clients want a job done NOW! It really gets in the way of being a hero. I am just the repairman. Leon is trying to protect his normal identity from being discovered. Drug dealers are the lowest form of life. Leon hates drug dealers because he has seen the awful harm that drugs do to families and children. He still feels guilty about the part he had to play in helping drug dealers smuggle their product. Abilities: 6pp + 8pp + 8pp + 2pp + 14pp+ 0pp = 38PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 24 (+7) Charisma: 10 (+2) Combat: 27pp (2PP / Base Attack) + 16pp +(attack focus:ranged) +1 (2PP / Base Defense)+16 = 43PP Initiative: +16 Attack: +13 Melee, +14 Ranged +13+Attack focus: ranged +1 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +16 Knockback: -6 Saving Throws: +6 (1PP / Fortitude) + 2 (1PP / Reflex) + 1 (1PP / Will) = 9PP Toughness: +12 (+4 Con, +8 [tactical vest (protection+4), Defensive Roll 4 (+4)] ) Fortitude: +10 (+4 Con, +6) Reflex: +6 (+4 Dex, +2) Will: +8 (+7 Wis, +1) Skills: 21R = 21PP (1PP = 4 Skill ranks) Climb 4(+7) +3 Str Concentration 4(+11) +7 Wis Craft chemical 8(+9) +1 Int Disable device 12(+13) +1 Int Knowledge: current events 4(+5) +1 Int Knowledge: streetwise 4(+5) +1 Int Knowledge: tactics 8(+9th) +1 Int Languages4: Russian(native), Arabic, English, Spanish, Afrikaans. Notice 12(+19) +7 wisdom Profession: Soldier 4(+11) +7 Wisdom Profession: Locksmith 4(+11) +7 Wisdom. Search 4(+5) +1 Int. Sense motive 4(+11) +7 Wis Stealth 8(+12/*+17 ) +4 Dex, *+5 in urban camo. Feats: 29 PP All-out attack [trade defence for attack bonus] (1pp) Defensive attack [trade up to -5 on attack to add as a dodge bonus to defence] (1pp) Defensive Roll4 (4pp) Elusive target (1pp) Equipment 7(35pp) Evasion 2 [half damage on failed reflex save vs area attacks] (2pp) Fearless (1pp) Improved grapple [grapple with one hand] (1pp) Improved initiative 3 [+12] (3pp) Jack-of-all-trades [use any skill untrained] (1pp) Luck (1pp) Power Attack [trade attack bonus for DC of attack] (1pp) Precise shot 2 [ignores defence for anything less than total cover and the miss chance for anything less than total concealment] (2pp) Quick draw2 [draw and reload weapon as free action] (2pp) Ultimate Aim (1pp) Equipment 7pp=35EP Battle Harness [21EP] AK74 rifle (blast 5, Extra:autofire, Feature: nonlethal ammo, Feature: IR targeting sight (+1 accuracy, Improved aim, supersense:Infravision) -AP GP 25 underbarrel grenade launcher ("Teargas grenade", Dazzle4 +Nauseate explosion 4) -AP Escrima sticks (strike 2, Extra: multiattack, Feat: attack specialisation[+2 attack], Improved block2 [+4 on blocks], Feat: improved critical3, 17-20, Improved disarm [+4 disarm], Feat: stunning attack, Feat: takedown attack, Feat: weapon bind [free disarm after block], Power feat: split attack1. -AP Tranquiliser pistol (Fatigue 6, Extra:ranged, Power feat:subtle) [Battle harness EP=21] Camo Clothing:urban (+5 to stealth in urban conditions) [1EP] Gas Mask [1EP] Tac Vest (Protection 4) [4EP] Van[8EP] Powers: 8pp + 2pp = 10PP Dimensional pocket 3 (500lbs) ("the black bag" Feats:subtle [dimensional awareness required], Feature: desired object is always at the top.) [8pp] (dimensional) Immunity 2 (critical hits)("is that all you got?) [2pp](physical?) DC Block ATTACK RANGE SAVE EFFECT AK 74 Ranged DC 20 Toughness vs Damage (ballistic) Escrima sticks Touch DC 20 toughness vs damage Tranq pistol Ranged DC 16 Will save vs paralyse Teargas Ranged (area) Reflex save DC 14 and DC 14 Reflex vs Dazzle (then DC 14 Fort to recover) and DC 14 Fort vs Nauseate. Unarmed Touch DC 18 Toughness vs Damage Totals: Abilities (38pp) + Combat (43pp) + Saving Throws (9pp) + Skills (21) + Feats (29pp) + Powers (10pp) - Drawbacks (0) = 150/150 Power Points
-
Player Name: Raveled Character Name: Miras Power Level: 10 (150/150) Trade-Offs: None Unspent PP: 0 In Brief: A hero trained in music and magic protecting those the world may have looked over. Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie Identity: Secret Birthplace: San Diego, California Occupation: Superhero, student, DJ, musician. Affiliations: FreeSA, FCU, Stone Soup Musical Group Family: Father, mother, 2 brothers. Age: 30 Gender: Female Ethnicity: Turkish/Djinn Height: 6' 2" Weight: 220 lbs Eyes: Blue Hair: Black Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though. Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into an open, hooded robe of rich purple, over a gown of deep green. The robe's cowl manages to hide her features no matter what happens. Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air. Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make illusions to cloud the senses, or take a form as substantial as smoke. Using these powers often results in geometric traceries appearing in the air. History Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship. She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scarey, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again. Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank. In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision. Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse. Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame. Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around. Powers & Tactics: Miras doesn't have a lot that could directly stop a fight. She prefers to use her illusions or mobility to tie up opponents, waiting until they make a mistake and let her freeze them in place or trap them behind a quickly-made wall. Complications:Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street. Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her. Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be. Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals. Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict. Hatred Asli reserves a special antipathy for drug dealers. Abilities: 0 + 4 + 0 + 6 + 8 + 8 = 26PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +6 Attack: +4, +10 Ranged Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 60R = 15PP Concentration 6 (+10) Diplomacy 6 (+10) Knowledge (Arcana) 7 (+10)Skill Mastery Knowledge (Art) 7 (+10)Skill Mastery Knowledge (Current Events) 2 (+5) Knowledge (Streetwise) 2 (+5) Knowledge (Popular Culture) 2 (+5) Knowledge (Theology and Philosophy) 2 (+5) Language 3 (Arabic, English [Native], Latin, Turkish) Notice 8 (+12)Skill Mastery Perform (Dancing) 1 (+5) Perform (Singing) 6 (+10)Skill Mastery Sense Motive 8 (+12) Feats: 17PP Accurate Attack All-Out Attack Attack Focus (Ranged) 6 Defensive Attack Dodge Focus 4 Move-By Action Power Attack Ritualist Skill Mastery (Knowledge [Art, Arcana], Notice, Perform [singing]) Powers: 1 + 10 + 24 + 6 + 1 + 12 = 54PP All powers have the Magic descriptor Enhanced Feat 1 (Quick Change) (Illusory Robes) [1PP] Force Field 10 (Slow the Blow) [10PP] Ruh Kalit 10.5 (21 PP, Feat: Alternate Power 3) [24PP] BE: Insubstantial 4 (Feat: Subtle) (Body of Smokeless Fire) [21/21PP]AP: Blast 10 (Feats: Affects Insubstantial) (Fling the Fires) [21/21PP] AP: Transform 5 (Inanimate to inanimate, Feat: Affects Insubstantial, Flaw: Range/Touch) (Shape the World [21/21PP] AP: Illusion 7 (Visual & auditory) (Weave the Wind Solid) [21/21PP] Super Senses 6 (Magic Awareness [Tactile], Detect Magic [Visual]) [6PP] Super Senses 1 (+Ranged on Magic Awareness) [1PP] Working of Deosil 5 (10PP, Feat: Alternate Power 2) [12PP] BE: Speed 5 (250 ft, Extra: Linked [Quickness]) + Quickness 5 (x50, Extra: Linked [speed]) (In the Blink of An Eye) [10/10PP]AP: Healing 5 (Extras: Affects Objects [+1], Flaw: Distracting) (Like it Never Happened) [10/10PP] AP: Paralyze 10 (Flaw: Action/Full) (Time Stop) [10/10PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast Ranged DC 25 Toughness (Staged) Damage (Magic, Fire) Paralyze Ranged DC 25 Fortitude(Staged) HelplessAbilities (26) + Combat (20) + Saving Throws (18) + Skills (15) + Feats (17) + Powers (54) - Drawbacks (0) = 150/150 Power Points