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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
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Hello, if anybody wants to look over my character sheet and help me spot problems before I post it in the character bank, that would be awesome. Gookgak Power Level: 10 Effective Power Level: 8 Power Points: 150/150 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Your typical vain, cowardly, greedy, sycophantic teenage gobbelyn thrust awkwardly into superheroism by the fickle hand of fate. Catchphrase: "You see? Gookgak is a good gobbelyn!" Theme: Hell Yeah - Dead Prez Alternate Identity: Nope. Just Gookgak. Birthplace: The Warren (subterranean ruins under Ring City), The Hidden Realm Residence: Claremont High School Base of Operations: Claremont High School Occupation: Student Affiliations: TBD Family: Uncle Hogwarm - operates a small magical security system installation and maintenance company in Freedom City and is Gookgak's sponsor. Shellpit (father), Brimlif (mother), Druce (younger sister), and Billy-Billy (younger brother) live in The Warren, in the far-away Hidden Realm. Description: Age: 16 (2008) Gender: Male Ethnicity: Gobbelyn Height: 3'0" Weight: 28 pounds Eyes: Blue Hair: Green Gookgak is a green-skinned, pointy-eared little gobbelyn. His Uncle Hogwarm has provided him with a wardrobe of contemporary clothing, which he typically favors over his traditional gobbelyn garb of stitched together bits of leather, fur, and cloth. He still carries his bow around and hides a shiv in a pocket. "Only a mushy brained idiot walks around without weapons." History: Isolated and difficult to access from the rest of the multiverse, there exists a Hidden Realm of magic and mystery - a realm that just so happens to uncannily resemble your stereotypical D&D campaign setting. Who knew? Doctor Alexander Atom knew, and he briefly included it in his itinerary of interdimensional tourism, back in the day. During his visit, the good doctor solicited the guiding and interpretation services of one young gobbelyn by the name of Hogwarm, resident of The Warrens below Ring City. Now gobbelyns are diminutive green natives of the Hidden Realm, not to be confused with their possibly-distantly-related near homonyms, the goblins (of whom Eòghann Soillearsgian is the prince and of whom Freedom City has been seeing an increasing number of, recently). This Hogwarm was quite helpful and friendly, not having yet picked up the suspicious nastiness so sadly common in gobbelyn culture. So when Doctor Atom found him as a stowaway upon his return to Earth-Prime, he really wasn't all that upset. Fast-forward half a century, and we find Hogwarm a middle-aged gobbelyn, a fully naturalized citizen of Freedom City, and the sole proprietor of a thriving small business installing and maintaining magical security systems. Hogwarm was eventually able to regain contact with his relatives back in The Warren, using a magical well of the worlds in his cave basement. It is through this that he learned of Gookgak. Gookgak is the eldest son of Brimlif, older sister to Hogwarm. Shellpit, Brimlif's husband, would complain to Hogwarm about his son Gookgak. He never seems to fit in. He can't figure out what to do with himself. First, Gookgak thought he would be a shaman. He did pretty well learning the tricksy spells of the gobbelyn folk. But he lacked commitment. He couldn't embrace the maniacal recklessness necessary to engage in constant prayer to the chaos gods and consistent invocation of magical mischief - with its well-known consequences of hideous facial disfigurement and ever increasing madness. After a while, the elder shamans suggested maybe he would do better as a scout. All gobbelyns are sneaky, and Gookgak was really sneaky, even for a gobbelyn. So, for a while, it seemed like scouting could be a good fit. But then the problems started. Gookgak was easily distractable. Instead of watching the pass for caravans or casing lonely homesteads, he'd wander off and chase frogs, or try to steal honey from bees. Even worse, he was developing a habit of just walking up and talking to travelers and settlements he was supposed to be spying on for raids. For a few weeks, he even became a mascot of sorts for a party of human adventurers. What could be more humiliating? With avuncular wisdom, Hogwarm suggested it might do Gookgak good to make a fresh start and come live with him in Freedom City. The transition wouldn't be that hard, he explained because (for reasons known only to the Elder Gods) the language "English" primarily spoken in Freedom City was the same as the Common language spoken amongst men of Ring City. Sullen Gookgak jumped at the chance to remake himself in a foreign new city. With the help of a resident mage, Gookgak was pulled through the well of worlds in Hogwarm's cave basement, last Friday, at approximately 6 pm. Gookgak's uncle took advantage of the weekend to give the young gobbelyn a whirlwind tour of the city, and to visit the local department store, to procure a culturally appropriate wardrobe for him. (Childerns' section, of course.) Personality & Motivation: Gookgak was a misfit in gobbelyn society. He really wants to be accepted in Freedom City by his Claremont peers. That said, there is a major culture clash at play. Gobbelyn values include deception, servility, backstabbing, theft, running from danger, cruelly abusing whatever tiny power you can grasp, stealing stuff, lying for fun, stabbing in the back, being a total sycophant, and eating things that should probably be avoided. Powers & Tactics: Gookgak is ludicrously sneaky and slippery. One minute, you'll be staring right at him, and the next you'll be spinning around the room looking for him while he silently clings to your backpack. It's a good thing for him too, because if he gets caught out by a damage-shifted adversary, he's an excellent candidate for a 1-hit KO. Gookgak fights dirty. In addition to hiding in plain sight, he will make use of acrobatic bluffs, tricks, and redirects. Although he is very nimble, he also is quite weak, and relies on his enchanted gobbelyn weapons (greasy shiv and tricksy bow) to be effective in combat. Not that he seeks combat, mind you. He'll only engage in anything even vaguely resembling a fair fight if his side seems stronger or he absolutely can't avoid it. Gookgak's gobbelyn physiology allows him to see in the dark and climb walls and ceilings, as well as renders him resistant to nauseate and entrapment effects. Gookgak can conjure some powerful gobbelyn trick magic spells, although his ability to do so is limited. Each spell can be encounter-altering, but also has a significant potential to backfire. Drowsy Dust can potentially put several foes to sleep that fail their will saves, but limited range and 2-round persistence increase the chance for affecting allies as well. Firebreath can potentially dish out a lot of damage, with its cone area and secondary effect, but the perception area dazzle linked to the damage can blind anyone that looks at it: friend, foe, or Gookgak himself. Mischief Shadow can set up some nasty sneak attacks, combined with darkvision, but the obscure area could just as easily blind allies. Summon Warg might be Gookgak's most important and iconic spell. Tough as all get out, Smaurg of the Endless Wastes shores up a lot of Gookgak's weaknesses. Although generally helpful, Smaurg is a bit disdainful of Gookgak. Smaurg is a sustained power, and will dissappear if Gookgak can not take a free action to maintain him, and summoning him costs the scarce resource of a use of Gobbelyn Tricks. Power Descriptions: Gookgak's Gobbelyn Physiology powers are innate, and include small size, darkvision, wall crawling, and partial immunity to nauseate and entrapment effects. His Gobbelyn Gear is magical in nature. Despite their effectiveness, both his Greasy Shiv and Tricksy bow appear exceedingly crudely made and covered in crazed symbols scratched on and written in charcoal and blood. His Gobbelyn Tricks are magic spells he learned in his time training to be a shaman. They involve words, gestures, and the careful utilization of gobbelyn gris-gris. That doesn't mean they can't be done stealthily, however. Summoning the Warg, in particular, is quite an ordeal, requiring at least 5 minutes of ritualistic chanting and self flagellation. Complications: Cowardly: Unless his side has the clear advantage or he can snipe and sneak away, Gookgak will always hide or flee rather than fight. On top of this, Gookgak seriously overestimates the prowess of potential opponents. So he would probably hide from a dog, but not from a bunny. Klepto: Gookgak comes from a culture where stealing is as natural as breathing . . . or farting (which he also does a lot of). He really wants to fit in with his Claremont peers, but he just can't wrap his head around the idea that stealing is regarded as universally bad. If it is explained to him, he will assume stealing that particular object, from that particular place or person (on that particular day of the week) was the problem. Suck-up: Sucking-up is an important part of Gobbelyn culture. Gookgak flatters and aids whoever seems the most powerful. This may not be the worst thing when he's around powerful heroes. But one on one time with an intimidating super villain, maybe, just maybe, has the potential to go slightly astray. Insecure: Gookgak is preoccupied with what other people think of him, nurses ridiculous grudges for perceived slights, and is paranoid that he is deeply deficient and must constantly struggle to manage to stay in the good graces of authorities. Gookgak will take any opportunity to show off or lord any temporary advantage over another, only to quickly deflate and become servile when tables turn. Abilities: 0 + 16 + 4 + 2 + 8 + 0 = 30PP STR 6 (-2) (Small) DEX 26 (+8) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 10 (+0) Combat: 6 + 6 = 12PP Attack: +4 BAB (+3, +1 Small)/+10 Greasy Shiv/+10 Tricksy Bow/+10 Firebreath Defense: +10 (+3, +1 Small, Dodge Focus +6) (+2 without Dodge) Init: +12 (+8 Dex, +4 Improved Initiative) Grapple: +8, +13 Reflex, +20 Escape Knockback: -2 Saves: 4 + 5 + 4 = 13PP TOU +6/+2 (+2 Con, +4 Defensive Roll) FORT +6 (+2 Con, +4) REF + 13 (+8 Dex, +5) WILL +8 (+4 Wis, +4) Skills: 108R=27PP Acrobatics 12 (+20) Concentration 13 (+17) Disable Device 9 (+10) Escape Artist 12 (+20) Knowledge: Streetwise 4 (+5) Languages 1 (English, Base: Gobbelyn) Notice 10 (+14) Ride 2 (+10) Search 9 (+10) Sense Motive 6 (+10) Sleight of Hand 7 (+15) Stealth 13 (+25) (Small) Survival 4 (+8) Swim 6 (+5) Feats: 30PP Acrobatic Bluff Challenge: Fast Acrobatic Bluff Defensive Roll 4 Dodge Focus 6 Evasion 2 Grappling Finesse Hide in Plain Sight Improved Defense Improved Initiative Improvised Tools Luck 2 Power Attack Precise Shot Redirect Setup Skill Mastery 2 (Acrobatics, Escape Artist, Notice, Ride, Sense Motive, Sleight of Hand, Stealth, Swim) Takedown Attack 2 Uncanny Dodge (Hearing) Powers: 11 + 13 + 14 = 38PP Gobbelyn Gear, Device 3.2 (Gobbelyn, Magical, PFs: Multiple Weapons 1, Flaws: Easy to Lose) [11PP] [16CP] Array 7.5 (PFs: AP 1)[16CP][15AP] BP: Greasy Shiv, Damage 6 (Piercing/Slashing, PFs: Accurate 3, Extras: Linked[0]), Nauseate 6 (Flaws: Sicken Only, Extras: Linked[0]) [15/15AP] AP: Tricksy Bow, Blast 6 (Piercing, PFs: Accurate 3, Homing, Drawbacks: Range -1, Close Range 60', Max Range 300') [15/15AP] Gobbelyn Physiology, Container 2.4 (Gobbelyn, Passive, PF: Innate) [13PP] [12CP] Shrinking 4 (Small, PFs: Normal Toughness, Flaws: Permanent) [3CP] Super Senses 2 (Visual, Darkness) Counters Obscure [2CP] Super Movement 2 Wallcrawling 2 [2CP] Immunity 5 Entrapment Effects (Flaws: Partial), Nauseate Effects (Flaws: Partial) [5CP] Gobbelyn Tricks, Array 11 (Gobbelyn, Magical, PFs: 3 AP, Flaws: Unreliable - 5 uses, recover 1 use per day) [14PP][22AP] BP: Drowsy Dust, Sleep 8 (Extras: Alternate Save - Will, Area - General, Cloud, 40' Diameter, Drawbacks: Reduced Range -2, 200') [22AP] AP: Firebreath, Damage 6 (Fire, PFs: Accurate 3, Extras: Area - Targeted, Cone 60' × 60', Secondary Effect, Linked[0], Flaws: Action - Full Action), Dazzle 3 (Visual, Extras: Area - General, Perception, Linked[0], Flaws: Range -1) Anyone that can see the Firebreath faces a Rank 3 Dazzle. [21AP] AP: Mischief Shadow, (PFs: Tethered) Obscure 5 (Visual, Darkness, 100' Radius, Extras: Linked), Emotion Control 8 (Extras: Area - General, Burst, 80' Radius, Selective Attack, Linked, Flaws: Limited: Despair Only, Range -2) [19AP] AP: Summon Warg 8 (Extras: Heroic, Drawbacks: Action -2, 5 minutes) [22AP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage Greasy Shiv Touch DC 21 Toughness Damage DC 16 Fortitude Nauseate (Sickness Only) Tricksy Bow Ranged DC 21 Toughness Damage (Homing) Drowsy Dust Ranged, Area-General/Cloud DC 18 Will Sleep Firebreath Area-Targeted/Cone DC 21 Toughness (Secondary Effect) Damage Totals: Abilities 30 + Skills 27 + Feats 30 + Powers 38 + Combat 12 + Saves 13 = 150
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Alright, so here's the write-up for my first character, Rusty Sprocket. I think I've got everything right, but I figured I'd post it here where it can get picked apart before I try and get him approved. So, if anyone sees any places where I messed up, or suggestions on how to make him more effective, please let me know. I ran an M&M campaign once, but it was a while ago, so I'm a bit rusty on making stuff. Player Name: The Wizard Burke Character Name: Rusty Sprocket Power Level: 10 (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 16 Progress To Bronze Status: 0/30 In Brief: Mystically animated mechanical cowboy with old-school morals, a-mean-as-hell quick draw, and a knack for shooting off trigger-fingers. Identity: Public Birthplace: Wild Sands Amusement Park, Arizona Occupation: Wandering Do-Gooder/Bouncer at Mother Theresa’s Saloon Affiliations: the Mother Theresa’s Saloon (Dive bar in the Fens). Family:None. Description: Age: 5 (DoB: 2010 Gender:Male Ethnicity: Robot Height: 6 feet 7 inches. Weight: 230 lbs. Eyes:Black Hair: Black A tall, lanky humanoid android whose chassis has been shaped and painted to resemble a brown, leather vest overtop a red shirt. Overtop this he wears a duster (real leather), and ammo-filled bandolier (also real leather) across his chest, as well as a Winchester on his back. Two revolvers are strapped to his hips, on top of a pair of chaps. His face is vaguely humanlike, with a strong jaw, a metal mustache just below his nose, and thick, glowering steel eyebrows. Power Descriptions: Rusty Sprocket is possessed of lightning fast reflexes and hand-eye coordination, making him an incredible pistoleer. He is so supernaturally proficient with firearms that normally impossible shots such as shooting weapons out of peoples’ hands, or removing trigger fingers come off as almost routine to him. Another interesting ability of Rusty’s is the sense of bravery he emits, affecting anyone who sees him. It’s an interesting and uncontrolled effect, possibly stemming from his mystical connection to the idea of a Wild West hero. History: Rusty Sprocket began as one of several nameless animatronic cowboys used as attractions at the struggling Wild Sands Amusement Park. By the time of the “incident,” the park had fallen into a certain amount of disrepair, with the animatronics in particular suffering from a lack of attention. As a result, everyone was surprised when in the wake of a fight between the mystical supervillain Arcanix, and the hero Gatekeeper one of the robots came alive and in perfect condition, declared that it was time for it to move on, and sauntered out of the park. Since then the metal cowboy, who goes by the name Rusty Sprocket, has been sighted across the United States, oftentimes appearing in the middle of magical crises. In all such cases, Sprocket immediately jumped into the fray, firing away with his six guns, disappearing shortly after claiming “my work here is done. Probably best if ol’ Rusty moves on.” Within the last four months, Sprocket has appeared and apparently settled in Freedom City, possibly drawn by the high level of magical activity in the city. He has gotten a job at Mother Theresa’s Saloon, a dive bar even by the standards of the Fens. Sprocket appears to take his work as a bouncer, and has taken it upon himself to protect the bars regulars, as well as the people in the neighborhood. This has led the animatronic gunslinger into several conflicts with local gangs, all of which have gone Sprocket’s way…so far. Personality & Motivation: In regards to basic personality, Rusty Sprocket is the archetypal Wild West hero. He’s honest, straightforward, honorable, brave, and chivalrous, all to a fault. No matter the situation, Rusty will try and do what’s right, as he sees it. What’s interesting about Rusty is his memory. Despite being only five years old, he has a full set of memories spanning the entirety of the Wild West, mixed in with fragments drawn from Western films and folklore. He claims to have participated in the Earp Vendetta Ride (complete with disturbingly accurate and vivid anecdotes), been trained to shoot by Pecos Bill, and believes he travelled with Rooster Cogburn on a couple occasions. If the contradictions or impossibility of his recollection are ever brought up, Rusty simply shrugs them off. He is singularly uninterested in exploring the mysteries of his nature or origins. He just keeps moving forward, fighting the good fight. Powers & Tactics: You wanna know what I can do? Well, son it’s pretty darn simple. I’m a bit of a pistolero, not the fastest or the best shot, but pretty close. Been trained by the best, ol’ Pecos, Wild Bill, Doc, I even got a few pointers from Annie Oakley back when she was with Buffalo Bill. With that kind of training, there ain’t much I can’t hit with a six-gun. Pecos even showed me how to shoot a man’s trigger finger off, so’s you don’t have to kill him. Good man, Pecos. Miss the old dog. As for the other thing? I dunno, it’s just one of them things. Folks just seem to get some iron in their spine when I’m around. From what I hear it’s something to do with what I am, some kinda “in-car-nat-ed arch-e-type.” Anyway, it helps folks, and that’s what matters. Complications : Honor : The Cowboy Code (Never lie, never cheat, never curse or spit in front of women and children, never shoot an unarmed man, think John Wayne in most John Ford films.) Responsibility : Mother Theresa’s Saloon (A bar full of outcasts, screw-ups, ne’er do wells, and hard-luck cases who Rusty gets along with and feels responsible for.) Abilities: 4 + 14 - 10 + 0 + 6 + 6 = 20PPStrength: 14 (+2)Dexterity: 24 (+7)Constitution: - (-)Intelligence: 10 (+0)Wisdom: 16 (+3)Charisma: 16 (+3) Combat: 10 + 10 = 20PPInitiative: +7Attack: +5 Melee, +5 Ranged (+9 Blast)Grapple: +0Defense: +7 (+5 Base, +2 Dodge Focus), +2 Flat-FootedKnockback: -0 Saving Throws: 0 + 8 + 4 = 12PPToughness: +10 (+0 Con, +10 [Tough])Fortitude: - (-)Reflex: +15 (+7 Dex, +8)Will: +7 (+3 Wis, +4) Skills: 16R = 4PP[Concentration] [4] (+[7])[Craft (Mechanical)] [3] (+[3])[Ride] [4] (+[11])[Language (Spanish)] [1][Notice] [1] [+4][Intimidate] [1] [+4] [Sense Motive] [1] [+4][Diplomacy] [1] [+4] Feats: 16PP[Ambidexterity][Attack Specialization (Blast) 2][Improved Ranged Disarm][Dodge Focus 2][Quickdraw][Tough 10] Powers: 31 + 26 + 21 = 78PP Immunity 30 (Fortitude, Descriptors; Feats: Innate; ) {31PP} Emotion Control 8 (The Spirit of Hope, Magic; Extras: Burst (+1), Duration (Continuous, +1), Contagious (+1); Flaws: One emotion (Hope), Sense-dependent: visual, (seeing Rusty); Feats: Subtle 2; ) {26PP} Device 7 (Rusty’s Six-Shooters, magical, Justice; 5PP Container; Flaws: Easy-To-Lose, ???; [21PP][device]Blast 10 (Magic bullets, magical, Justice; Extras: PenetratingFeats: Affects Insubstantial (2), Precise, Ricochet, Split Attack; ) [35PP][/device] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC 25 Toughnesss Damage (Physical, magical) Totals: Abilities (20) + Combat (20) + Saving Throws (12) + Skills (4) + Feats (16) + Powers (78) - Drawbacks (0) = 150/150 Power Points
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