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In the interest of keeping the forum a little less cluttered with pinned topics, here is a list of various character or archetype constructions provided by your fellow players. Feel free to reply to this thread and add your own construction threads to the index. (One reply only please, edit your post to update your index.) AA's All New All Different Oddballs Gizmo's Character Scratchpad trollthumper's Cave Ecalsneerg's Improved Archetypes Ecalsneerg's Expanded Archetypes From the Laboratory of Dr. Archeville Supercape's Supporting Cast
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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
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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
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Okay going to start the design process for The Aviatrix, I'm going to be making a starting post and for now I am going to use this as a scratchpad. Once I'm done with the writing, I will change the following sentence to "Okay, open for advice/ideas." PLEASE WAIT TO RESPOND, UNDER CONSTRUCTION The Aviatrix Power Level: Built to PL 7 Caps with PL 10 Points (150/150PP) Unspent Power Points: Trade-Offs: None In Brief: High Flying Costumed Detective equally at home in the grimier alleys of Emerald City. Catchphrase: "The skies of the future belong to the bold!" Theme: Alternate Identity: Annie Rose Mistral (Secret) Birthplace: Emerald City, USA Residence: Emerald City, USA Base of Operations: (Might have an HQ... still working on things) Occupation: Aerobatic Pilot Affiliations: AEGIS (On call) Family: Description: Age: 25 (DoB: July 24th, 1990, 8:36 am) Apparent Age: 25 Gender: Female Ethnicity: Caucasian (Scottish/French American) Height: 5 feet, 8 inches / 172.72 cm Weight: 150 pounds / 68.04 kg Eyes: Green Hair: Red History: Personality & Motivation: Powers & Tactics: Power Descriptions: Annie has a High-Tech pilot suit that she uses for a costume, Complications: Famous Aerobat: As Annie, The Aviatrix is well known for her Aerobatic skill, and is highly popular among aviation enthusiasts. On Call for AEGIS: At any time, AEGIS might call The Aviatrix up to assist either on Pilot duty or to help in an investigation. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP Feats: 0PP Equipment: 0PP = 0EP Powers: 0 + 0 + 0 = 0PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = PLEASE WAIT TO RESPOND, UNDER CONSTRUCTION
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As some of you may already know, I've got a bit of a reputation as 'the guy who hates it when two characters overlap'. We joke around about it a lot, but I've started to realize that there's some confusion about just what I'm objecting to. Am I saying a whole character is bad? Why do I get so worked up? If it's just about being special and unique, why do I care when characters that aren't mine overlap? I decided it was time to explain a little more fully, because here's the secret: I don't actually hate overlap. Some overlap is inevitable, even necessary. Two characters who have absolutely nothing in common are going to have a pretty hard time relating to and interacting with each other. Any two player characters here are at least going to both be superheroes and operate in the same city. That sort of overlap gives them a shared history that ties the setting together and strengthens the bonds between characters. On the other hand, if everyone was playing exactly the same character, down to the smallest detail, things would get really boring really quickly. It's hard to have a conversation with someone who's different from you in every way, but it's just as hard when they agree with every one of your opinions, too. In other words, there's good overlap and there's bad overlap. I'm going to be taking a look at some of the areas where character concepts can overlap each other, using examples to illustrate both good and bad cases, and some where it's a moot point altogether. It should go without saying, but the board policy of Play What You Want still applies in full. This guide isn't here to tell you that you can't play the character you want to because someone beat you to the punch. In fact, I'm going to be discussing times where that might be a great opportunity, not an obstacle. Leveraging good overlap and avoiding bad overlap during character creation can help you design a character that's more satisfying to play and to play with. You can also think of the following as guidelines that are good to understand before you break them