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Some place to do character creation. I have a bunch of ideas. - A silver tongued old man who uses his glibness and magic to employ big name help. A summoner and/or binder type character who's summons/powers would be based off of pantheons if not named individuals from those pantheons. - A demon who thought being evil was boring. So he found a way out of hell and did good and heroic things. Things that he wasn't programmed to do. And he enjoyed such things! So he gave hell the finger and didn't come back. Probably just a fighter with regular demon powers. Wings, Immunities, probably Hellfire Control if I can fit it into the points spread. - Hercules. Maybe not the actual Hercules. A descendant. A champion. An avatar. Whichever. I want him to be a Booster Gold style glory hound. Doing the heroics because it's fun and makes him look good. Of course, he'd be focused on being the strongest! - A Terminus powered individual who hides their abilities. No concrete powers yet, but something suitably monstrous and unsettling. The power to rip off their own skin to heal? The power to swallow things whole? Mind powers that invokes different fear, and despair (and possibly hate)? Either way it'd be hard to be a hero if they were found out. - On the flipside, a well meaning hero who can't seem to get this hero thing right. Probably flight and super strength, but is not used to the powers. Accidents. Accidents everywhere. Tell me what you think?
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Hello, up to this phase in the development of Torpedo Lass. I'm posting the prototype here so we can get some tweaks in before I move this to the approval phase. Player Name: The Osprey Character Name: Torpedo Lass Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic! Residence: Freedom City, New Jersey Base of Operations: Catchphrase: "Anchors Aweigh!" Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged) Identity: Public Birthplace: Freedom City Occupation: Affiliations: None, but looking. Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941) Description: Age: 32 (1/8/1919, was missing from time for 64 years) Apparent Age: 20 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 230 Eyes: Blue-Green (slight phosphorescent glow) Hair: Dark Purple/Magenta Mary Masterson's most outstanding feature is her magenta red hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Power Descriptions: Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps! History: When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time. When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship. When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions. Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished. Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement. Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life. Personality & Motivation: Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America. Powers & Tactics: Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents. Complications: Sucker for a sob story – Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up. Run silent, run deep – In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while breathing water. Sinker – Because of her denser than normal muscles she sinks, although wearing or holding on to something buoyant is enough to counter this to let her float normally. You mean there's an app for that?!? - Torpedo Lass is really bad with modern computers and such. The world ain't what it used to be. - Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects. Abilities: 0 + 4 + 0 + 4 + 4 + 0 = 12 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20 PP Initiative: +2 (+10 With Improved Initiative II) Attack: +6 Melee, +6 Ranged Grapple: +7/+17 (Super Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 8 + 6 + 6 = 20 PP Toughness: +8 (+0 Con, +8 Protection (Impervious 6)) Fortitude: +8 (+0 Con, +0) Reflex: +8 (+0 Dex, +0) Will: +8 (+0 Wis, +0) Skills: 64 R = 16 PP Climb 5 (+5) Computers 3 (+5) Drive 3 (+5) Escape Artist 3 (+5) Kno: Tactics 3 (+5) Language 3 (ASL, English [Native], German, Japanese) Medicine 3 (+5) Skill Mastery Notice 8 (+10) Skill Mastery Pilot 3 (+5) Profession: Sailor 3 (+5) Search 8 (+10) Skill Mastery Stealth 3 (+5) Survival 6 (+8) Skill Mastery Swim 10 (+10) Feats: 19 PP Dodge Focus 8 Environmental Adaptation 2 (Underwater) Improved Initiative 2 Leadership Luck 2 Move-By Action Quick Change 1 Skill Mastery 1 (Medicine, Survival, Search, Notice) Teamwork 2 Equipment: 1 PP = 5 EP Note: Costs reflect gear that is "Pressure Tolerant". Dive Vest Commlink (1 EP) GPS Reciever (1 EP) Inflatable Life Vest (1 EP) Medkit (Basic) (1 EP) Multi-Tool (1 EP)Powers: 2 + 5 + 25 + 10 + 3 + 14 + 3 = 62 PP Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant Leaping 10 ("Dense Muscle Leap"; Distracting) [5 PP] Mutant Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, HeatStrike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, MutantStun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, SonicSwimming 10 ("Supercavitation Swimming") [10 PP] Mutant Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant, +8 Toughness (6 Impervious) Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat) Hull Breaking Strikes Touch DC 25 Toughness (Autofire) Damage (Bludgeoning) Pistol Shrimp Snap Ranged DC 20 Fortitude Stun (Staged) Totals: Abilities (12) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (62) - Drawbacks (0) = 150/150 Power Points Special Notes Super Strength: +55 STR Carry Capacity +11 STR for some checks Light Load: 34 Tons Medium Load: 68.2 Tons Heavy Load: 102.4 Tons Maximum Load: 204.8 Tons Push/Drag: 512 Tons x2500 Jumping Distance Running Jump: 25000 Feet Standing Jump: 12500 Feet High Jump: 6250 Feet Swimming Speed: 2500 mph, 22000 ft./rnd
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