Search the Community
Showing results for tags 'newbs first sheet'.
-
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
-
Daniel Becker Power Level: 7 (105/105PP) Unspent Power Points: Trade-Offs: In Brief: The son of a retired Hero couple, Daniel grew up idolizing his parent’s achievement and training to one day emulate them in making the world a better place. Although Psychic, Daniel’s powers only recently manifested recently and so he’s grown accustomed to living as well as fighting like a regular person. Catchphrase: Theme: Alternate Identity: Secret Birthplace: Emerald City Residence: South Freedom, Boardwalk Base of Operations: Occupation: Student Affiliations: None Family: Cyrus Becker (Father and Retired Hero/ Reformed Villain), Alondra Ortega (Mother/ Retired Hero) Description: Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Latino Height: 5’10’’ Weight: 153 lbs Eyes: Dark Brown Hair: Black History: Daniel was born to a loving and energetic mother and a quiet but supporting father. As a child, Daniel's Mother would regale him with stories about good, evil, heroes, villains and the daring conflicts and struggles that regularly took place in the defense of Liberty, Peace, and Order. HIs mother particularly liked telling stories about the Amercian Elite Government Intervention Service, specifically Ortega and Sidestep a duo of heroes who back to back would swing wildly into the jaws of hell, fight cruelest of villains and risk life and limb to save lives. It didn't take Daniel long to figure out his mother was Ortega, Really it wasn't hard, she knew classified information about those events, She hadn't actually changed much from her pictures from years ago, Her name is literally Ortega and if that wasn't enough Daniel searched the web and most of her Hero information including her real name and birth date was registered on a public record. He also deduced that sidestep was likely his father although he had his doubts as the hero was registered dead more than ten years before he was born. And so Daniel at the tender age of twelve would commit himself to making the world a better place as his parents did before him. Since Daniel was a regular human he knew that there was no way he could easily out match a super and so he trained. At first he tried to join a Dojo in Emerald city but found fighting to not be his strong suit and so he signed up for gymnastics instead, He devoted his free time tinkering with electronics while learning physics as well as climbing on the rooftops of the nearby buildings (Which got him into a lot of trouble). A few weeks after his sixteenth birthday, Daniel’s parents decided to move to freedom city as they were both offered jobs with lucrative salaries there. Daniel was excited to move to a wonderful city filled with heroes and villains but a month after arriving and transferring to his new school his powers began to manifest. The aspiring Hero was walking through the hallways to his class when he saw a confrontation starting between a group of delinquents and a younger boy. A punch was suddenly thrown with Daniel's first instinct being to rush in to save the boy and so he gladly threw himself between the bully to take any other hits and defend the kid. He succeeded, of course, and the young student was able to flee quickly but before he knew it Daniel was on the floor getting wailed on and curb stomped. He had the daylights kicked out of him and by the time he did get to class he was red, black and blue. After a week of laying low because of the fight, Daniel spotted the same group of bullies trying to pick a fight in a go mart parking lot with a blind elderly man. Glutton for punishment as he was Daniel tried to reason with them until one of the students pulled out a knife and in fear, for the old man’s life, Daniel screamed for him to stop. Strangely enough, The bully’s face went deadpan and froze in place, Daniel asked the other two in a stern but polite voice to leave. They gave identical wooden expressions and left peacefully. Daniel tried commanding a nearby bird and then a squirrel and when they all listened to his orders he concluded he had powers. He pondered this new and life-changing discovery but all he felt was “I have powers now… Neat. I'm sure this is a sign for me to go patrol the streets for crime? I really should, I'm probably ready now right?” So Daniel decided it was time to roam the streets as a proper hero. He Googled how to make DiY Gadgets from the internet, Donned a loose collection of random clothing and tied on a bunch of belts and satchels to himself just to look cool then took off into the night to help the streets. Personality & Motivation: Daniel was Inspired to become a hero after hearing the exploits of his mother and father. Although he tries his best to be analytic and cunning his utopian view of crime fighting, as well as his lack of hands on knowledge, make him somewhat foolish when fighting crime. Powers & Tactics: Uses Stealth, Speed and Ranged Attacks supplemented by a very limited amount of psychic abilities to disable his opponents. Power Descriptions: [Psychic, Technology, Electricity] Complications: Name: Description The Bright side: Daniel will always try to forgive anybody who's done him wrong and help anybody even enemies who honestly ask for help. Rose Glasses: Whenever possible he tries to talk down any criminals even when it would be beneficial to attack while hidden. His attempts don't end there are whenever possible he likes to help criminals as he does feel bad about most of them. Note, he only really does this if he's the only one in danger and will gladly rush into a fight if somebody is in immediate danger. Family First, First Second: Daniel's loyalty when earned is ironclad and he's quick to help and protect anybody that he cares about no matter how daunting the task. Abilities: -2 + 6 + 4 + 4 + 6 + 4 = 22PP Strength: 8 (-2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 6 + 6 = 12PP Initiative: +3 Attack: +3 Melee (Base Attack), +5 (Base Ranged), Defense: +9 (+3 Base, +2 Dodge Focus, Enhanced Feat), +2 Flat-Footed Grapple: +6 Knockback: -2 Saving Throws: +1 +1 +1 = 3PP Toughness: +5 (+2 Con, +3) Fortitude: +3 (+2 Con, +1) Reflex: +4 (+3 Dex, +1) Will: +4 (+3 Wis, +1) Skills: 80R = 20PP Acrobatics 4 (+7) Bluff 6 (+9) Climb 7 (+6) Computers 4 (+7) Concentration 9 (+12) Diplomacy 9 (+12) Disable Device 5 (+8) Drive 1 (+4) Gather Information 6 (+9) Investigate 4 (+7) Medicine 1 (+4) Notice 4 (+7) Search 6 (+9) Sense Motive 4 (+7) Stealth 9 (+12) Language 1 (+1) --- English, Spanish Feats: 7PP Ranged Specialization 2 Dodge Focus 2 Benefit (Wealthy) Grappling Finesse Improvised Tools Equipment: 0PP = 0EP Powers: 26 + 9 + 4 +2 = 41PP Psionics 12 (23PP Array, Feats: Alternate Power 3) 26 PP BP: Stun 7 (Sleep; Extras: Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation , Subtle 2, Variable Descriptor [sleep]) 24/24 AP: Emotion Control 7 (Suggestion; Extras: Area(Burst); Feats: Subtle 2, Insidious) 24/24 PP AP: Mind Control 7 (Compulsion; Extra: Conscious; Feats: Mental Link, Subtle 2) 24/24 PP AP: Mind Control 7 (Domination; Extra: Instant Command, Duration; Flaw: Action; Feats: Mental Link, Subtle 2) 24/24 PP Device 3 (Gadgets, 15PP Container, Flaw: Easy to Lose) 9PP Utillity Belt (13PP Array, Feats; Alternate Power 2) 15PP BP: Blast 6 (Shock Darts; Extras:; Feats: Accurate 1) 13/13 PP AP: Obscure 3 (Smoke Bombs; Visual; Feats: Progression(Area), Progression (Range); Range: 60ft; Area 25-50ft) 8/13PP AP: Dazzle 4 (Blind Grenade; Visual; Extras: Area (Burst); Feats: Improved Area (20-40ft ) ) 13/13PP Device 1 (3/5PP) 4PP BP: Protection 3 (Costume) Enhanced Feat 2 (Dodge Focus; Flaws: Duration (Sustained)) 2PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECTBlast 6 Range (60ft. Incr) DC 21 Toughness Damage (Energy) Dazzle 3 Ranged DC 14 Reflex Damage (Energy) Stun 7 Perception DC 17 Will Daze(Fail)/ Stun(Fail-5)/ Unconscious (Fail-10) Emotion Control Perception DC 17 Will Mind Control Perception DC 17 Toughness Controlled Totals: Abilities (22) + Combat (12) + Saving Throws (3) + Skills (20) + Feats (7) + Powers (41) - Drawbacks (0) = 105/105 Power Points