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Posted

Well, everyone else seems to have a character building thread where they stick all their stuff. I guess I'll jump on that bandwagon. Here's the Index:

Current Characters:

Covalent

:arrow: Build Notes

Ferros

:arrow: Build Notes

Blueshift

:arrow: Build Notes

Other Ideas:

Hellhound - "Better is the euill known, than the good which is yet to knowe." - The Life of Lazarillo de Tormes and of His Fortunes and Adversities

Dante Ripoff

Posted

[anchor]Top[/anchor][goto=Fluff]Fluff[/goto] | [goto=Stats]Stats[/goto]

[floatr]ZacharyHeadshot.gif[/floatr]Character Name: Covalent

Power Level: 10 (150/150PP)

Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness in Dense Form, +5 Defense / -5 Toughness in Sparse Form

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: One of two alien twins who escaped a tumultuous home world to masquerade as humans on earth. Controls the density of the molecules in his body.

Alternate Identities: Zachary Vandermol

Identity: Secret

Birthplace: Tecton

Occupation: Student

Affiliations: Claremont Academy

Family: Jeena Vandermol (Sister)

Age: ???

Apparent Age: 16 (DoB: June 1, 1995)

Gender: Male

Ethnicity: Alien (Tektani)

Height: 5'5"

Weight: 165 lbs., 4 tons 250 lbs. in Dense Form

Eyes: Blue

Hair: Silver

[anchor]Fluff[/anchor][goto=Top]Top[/goto] | [goto=Stats]Stats[/goto]

Description: Average height for a human. Silvery white hair that stands out. Paler than usual skin. Zach has a rather slender build. Zach prefers to wear nice clothing. He won't wear anything ragged or torn, and prefers button down shirts to t-shirts. More often than not he can be seen wearing a pair of leather dress shoes or flat tops rather than sneakers. He is almost always seen wearing a pair of tinted glassesor sunglassesto protect his light sensitive eyes from ambient sunlight.

[floatr]ZacharySitting.gif[/floatr]Power Descriptions: Zach has the ability to manipulate the density of the molecules in his body. He can condense them, achieving a massive weight, strength, and endurance, or he can expand them to a gaseous consistency and float through the air. In either form, he is capable of maintaining his normal appearance.

History: Zach and Jeena come from a world where the native humanoid population, the Tektani, live underground; either their sun became increasingly radiative or there was some sort of environmental catastrophe, the histories of that time are unclear. Either way, they've been down there for centuries, doing fine. One day, the cave-dwelling scientists, masters of the seismic energy their planet produces, came to the realization that the planet was unstable and they only have a few years to figure out a way to save themselves, but they couldn't come to any sort of agreement. Civil war broke out.

The Cavern Wars, as they became known, were fought entirely underground. There was no distinction between places of residence and battlefields; the entire world of the Tektani were swept up in the struggle. Scientists from different schools of thought lead the charges; some used wondrous technologies once meant for the mining and construction of their cave world as weapons of war, while others employed genetic modifications on children with certain genetic markers that made them more receptive to such experiments, creating an army of super soldiers to fight for their cause. Both sides employ seismic bombs to lay waste to large sections of the elaborate cave systems. Years passed, and there was no end to the bloody Cavern Wars in sight.

Suddenly a visitor arrived on their world; he announced himself as the Star-Khan, and he was a powerful galactic being unknown to the Tektani. He offered assistance, and as an outsider helped negotiate the peace and made life better for everyone, allowing them access to amazing new technologies to stabilize the planet and heal their world. The cave-dwellers rejoiced and called both him hero and friend.

But soon the Tektani discovered the truth behind the devil's bargain they've struck; their world was now enslaved to the Star-Khan, and their lives become worse than ever as they were forced to churn out weapons for the Star-Khan's galactic war machine. Years passed, and yet another bitter truth came to light: the Star-Khan's triumphant visit to their planet was not his first. He'd secretly arrived years before, detonating a small nuclear device near the planet's core, setting in motion a seismic chain reaction that had begun their planet's journey toward destruction, and sparking the Cavern Wars in the first place. This horrid revelation further dampened the spirits of the downtrodden Tektani.

And yet, there was still hope; a small group of scientists, the very same ones who masterminded the most horrible weapons of the wars, started a resistance movement. The secrets of the genetic modification technology still remained, hidden in databanks long thought lost. Children were once again examined for favorable genetic markers while still within their mother's womb. Carefully selected newborns were whisked away at birth and inducted into a secret school to master their powers. Desperate fathers and mothers gladly turned over their beloved children, but the separation from their parents was complete; bred for war, they would never know their real families.

The Resistance was mildly successful for a time; the victories of these exceptional young warriors begin to compound, and the movement gained momentum. That is, until the Star-Khan realized the trouble he was dealing with; seeking to nip the threat to his captive world in the bud, he personally lead the charge to snuff out the Resistance, from its scientific leaders down to every last child in the school. Luckily, the Tektani had one more trick up their sleeve.

In their last doomed hours, a handful of scientists gathered a group of children, the best and brightest the school had to offer. The scientists fired up a secret invention just as the Star-Khan smashed down the doors to their laboratory; by the blessings of fate, he was unable to stop the wondrous machine. It folded the dimensions of space and time upon themselves, and two locations once light years apart were now separated by a gap of less than five feet. Four pairs of children were able to leap across the gaps in different directions, while the rest of their people remain trapped in the caverns of Tektan, facing the wrath of the Star-Khan...alone.

Zach and Jeena were two of the lucky ones who escaped; their path led them to Earth, a world in many ways similar to their own, but in other ways terribly alien. The bright and cruel yellow star that burns in the sky forced them to take refuge in the sewers underground, where they have lived for many months. Short forays above ground at night or on sunless cloudy days allowed them to gather food and needed information about this strange new world.

Finally, the Tektanian brother and sister are ready to emerge from their hiding place and join the Earthlings under the guise of an orphaned twin brother and sister, age sixteen; taking the human name 'Vandermol', they speak of a distant homeland far across the sea. Still unsure of the fate of their world, Zach and Jeena vow to one day find a way to return, and set things right. That is, if their poor stricken planet is even still intact...

Personality & Motivation: Zach is a down to earth, relaxed, grounded individual. He is outgoing, reliable, and a straight talker. He's protective of his little sister, and never complains about bailing her out of trouble when he has to. He's more than willing to do his duty as her brother.

Powers & Tactics: Zach prefers a stand up fight rather than the alternative. He prefers to let his opponents throw the first punch, letting them be the aggressor, while simultaneously judging their strength. He's most experienced fighting in his most dense form. Though he's had some practice fighting while lighter than air, he's still attempting to master his abilities in that form, and they don't always work.

[anchor]Stats[/anchor]


[goto=Top]Top[/goto] | [goto=Fluff]Fluff[/goto]

Complications:

Don't Look Into The Light!: Zach's eyes are light sensitive due to the reduced sunlight on his home world, and from living underground on Earth for many months. Abrupt exposure to natural light may temporarily blind him without proper eye protection.

Little Sister: Jina means the world to Zach. He's her big brother, and damn it if he's not going to protect her.

Love The Job: Zach was indoctrinated into the program to fight for his planet's freedom at a very young age. Though many children show the required genetic markers, few really shine on the path they are bred to take. Zach, however, seemed born for it. On Tecton, he fought tooth and nail to defend his friends, family, people, and world. On earth, his devotion does not waver. He will fight equally hard for any cause he believes in, never giving in even when another option is by far an easier one.

No Selfless Acts: They were duped into thinking that their home world could be saved by the very person that was behind all of their problems in the first place. The twins are wary of anyone that offers to do them favors, they've been trained to suspect ulterior motives.

Soft Spot: Zach harbors a soft spot in his heart for children. He remembers the innocence of his own youth when he sees them, and cannot help but feel the pull of a childhood lost to fighting. Zach is good with children, and finds it difficult to keep from doting on them, or playing with them.

Thicker Than Water: Zach and Jina have difficulty trusting people besides their sibling. After being put through so much deceit and betrayal, they've learned the hard way that they can only trust each other.

Abilities: 0 + 4 + 10 + 10 + 4 + 2 = 30PP

Strength: 10 (+0), 40 (+15) in Dense Form

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 10 + 10 = 20PP

Initiative: +2

Attack: +5

Grapple: +5, +25 in Dense Form

Defense: +5, +2 Flat-Footed, +15 in Sparse Form (+5 Base, +10 Dodge Focus)

Knockback: -4, -16 in Dense Form

Saving Throws: 5 + 6 + 4 = 15PP

Toughness: +8 (+5 Con, +3 Protection), +15 in Dense Form (+5 Con, +10 Protection [impervious 7])

Fortitude: +10 (+5 Con, +5)

Reflex: +8 (+2 Dex, +6)

Will: +6 (+2 Wis, +4)

Skills: 48R = 12PP

Acrobatics 8 (+10)Skill Mastery

Bluff 4 (+5, +9 Attractive)Skill Mastery

Concentration 8 (+10)

Diplomacy 0 (+1, +5 Attractive)

Knowledge (Biology) 5 (+10)

Knowledge (Physical Sciences) 5 (+10)

Languages 2 (Dutch, English, Terran [Native])

Notice 8 (+10)Skill Mastery

Sense Motive 8 (+10)Skill Mastery

Feats: 17PP

Acrobatic Bluff 2 (Move Action)

All-Out Attack

Attractive

Defensive Attack

Fearless

Interpose

Luck

Power Attack

Quick Change

Set-Up

Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)

Stunning Attack

Teamwork 3

Uncanny Dodge (Auditory)

Powers: 46 + 2 + 1 + 3 + 4 = 56PP

Alternate Forms 22.5 (45PP Array, Feats: Alternate Power) [46PP]

  • Base Power: Dense Form 9 (45PP Container [Free Action, Sustained Duration]) [45PP]

Density 15 (x50 Mass, Immovable 5, Protection 7 [impervious 7], Strength 30, Super-Strength 5 [Heavy Load: 24 tons]) [45PP]

Alternate Power: Sparse Form 9 (45PP Container [Passive, Permanent]) [45PP]

Disability (-3 Protection) [-3PP]

Enhanced Feats 12 (Dodge Focus 10, Evasion 2, Move-By-Action) [13PP]

Flight 3 (100mph / 1,000ft per Move Action; PF: Subtle) [7PP]

Insubstantial 2 (Gas, Extras: Affects Others, Feats: Selective, Subtle) [14PP]

Strike 15 (Extras: Alternate Save [Fortitude], Flaws: Action/Full, Drawbacks: Power Loss [Cold Environments]) [14PP] (Molecular Sublimation)

Communication 2 (Mental, 100ft) [2PP]

Immunity 1 (Hot Environments) [1PP]

Protection 3 [3PP]

Super-Senses 4 (Communication Link [Mental, Jeena], Darkvision, Direction Sense) [4PP]

Drawbacks: -0PP

None

DC Block:

ATTACK          RANGE    SAVE                       EFFECT

Unarmed         Touch    DC15 Toughness (Staged)    Damage (Physical

  Dense Form    Touch    DC30 Toughness (Staged)    Damage (Physical)

Stunning ATK    Touch    DC15 Fortitude (Staged)    Dazed/Stunned/Unconscious*

  Dense Form    Touch    DC30 Fortitude (Staged)    Dazed/Stunned/Unconscious*

Sublimation     Touch    DC30 Fortitude (Staged)    Damage (Energy)



*Dazed and Stunned condition only lasts for 1 round, as per Stunning Attack feat.

Abilities (30) + Combat (20) + Saving Throws (15) + Skills (12) + Feats (17) + Powers (56) - Drawbacks (0) = 150/150 Power Points

Posted

Player Name: Quotemyname[floatr]Ferros.jpg[/floatr]

Character Name: Ferros

Power Level: 10 (157/159PP)

Trade-Offs: None

Unspent PP: 2

Progress To Platinum Status: 9/30 (Gold Status earned with Colt)

In Brief: A Mutant given powers by Terminus energy combined with a violent chemical reaction. Holds the power to shape and manipulate metal.

Alternate Identities: Jin Zhi Wong

Identity: Secret

Birthplace: Chongqing, China

Occupation: Chemist

Affiliations: The Interceptors

Family: Huan (Father, Deceased) and Wu (Mother, Deceased)

Age: 20 (Born January 20, 1991)

Gender: Male

Ethnicity: Chinese

Height: 5'6''

Weight: 140 lbs.

Eyes: Black

Hair: Black

[floatr]Tattoos:

Right Outer Forearm: é™° (Yin)

Left Outer Forearm: 這 (Yang)

Right Inner Forearm: æ­¡ (Huan)

Left Inner Forearm: å³ (Wu)

Left Breast to Shoulder:

WhiteTigerTatto40%25.jpg

[/floatr]Description: Jin was born in the year of the Horse, a year ending in 1, giving him the Zodiac sign "Metal Horse". Jin is also a Capricorn.

Jin is of average height for a man of Chinese descent. His hair is the typical soft, thin, black hair of his race and his eyes are also a deep dark color. He has a thin, yet athletic frame trained by years of Martial Arts study. Jin prefers very baggy jeans and loose fitting button down shirts (with the sleeves rolled up) with designs for his everyday attire, but is not incapable of dressing up when it is required. On the top of either forearm, Jin has tattooed the Chinese characters for "Yin" on one arm and "Yang" on the other. On the underside, he has tattooed "Huan" on one, and "Wu" on the other to remind himself that his parents are still close to him. JIn also has a roaring white tiger tattooed just above his left breast. Jin wears a Yin-Yang necklace around his neck. He also wears six rings most commonly on the thumb, index, and ring finger of his right hand, and the thumb, middle, and little fingers of his left hand. He has purposefully left his left ring finger open, on the hopes that he'll one day find his other half. Jin also wears metal bracelets around his wrists and a few chains around his neck, but these are not as important to him as his Yin-Yank necklace. He is also commonly seen wearing a heavy metal belt with a large steel belt buckle on the front. All of this jewelery features oriental designs.

As Ferros, Jin wears a metal facemask to hide his features. The mask leaves his hair and neck exposed, but covers enough of his features that it hides his identity well. The rest of his body is covered by a liquid metal suit. Ferros is able to keep this suit in place with his powers. Maintaining the suit's solidity takes the most minute amount of power possible, such that he's able to maintain it entirely subconsciously.

Power Descriptions: When Jin really taps into his powers, his eyes glow a silvery color. More mundane uses of his strength do not trigger this reaction. Metal becomes soft, and amorphous in his hands. He is capable of making the hardest steel flow like water, even at a distance. Jin finds it easy to control the metal itself, yet much more difficult (while still possible) to control forces of magnetism. This is probably related to the chemicals in his blood which he derives his powers from. When he uses his powers in a protective way, instead of using a magnetic field to deflect attacks he simply levitates small bits of metal swirling around him instead.

History: Jin's father, Huan, was a chemist. He was devoted to his job, and sometimes worked on projects in the family's basement at night. In 1993 when Jin was five, his mother, Wu, had to take him to the store with her. He was too young to supervise himself and his father was working on another project making him unable to supervise. Before leaving, Jin and Wu visited Huan in the basement briefly. Unfortunately, it was that exact moment when the attacks occurred.

The Terminus invasion was concentrated mostly on Freedom City, but there were other minor attacks elsewhere in the world. One of the minor Terminus invasion fleets attacked Chongqing that night. The three were gathered in the basement room when the Huan's bench full of glass jars holding various metals and alchemical compounds and other dangerous materials exploded. Huan was killed instantly. The Wu and Jin badly injured. Wu miraculously managed to get Jin to safety and help, before she died, crawling and dragging her son behind her up the basement stairs and outside where a neighbor found them and called for help. Wu died en route to the hospital, but Jin clung to life.

It quickly became aparent that Jin had been poisoned by some of the materials in the lab. The doctors did what they could, but some materials like Mercury and Strontium-90 had begun to accumulate in his body. Nothing could be done to remove them, and the Doctors feared that they would have lasting effects in the future, if they didn't kill him quickly. Jin didn't die right away. However, he never fully regained consciousness thanks to some strange interaction with the ambient Terminus energy. The Terminus energy was keeping him alive, but there was no telling what else it would do.

Lacking the equipment to treat him properly the hospital in Chongqing sent Jin to Freedom City soon after the invasion was quashed. The experts in Freedom managed to heal him, though there were many residual effects. Like many survivors of the Terminus, his mutations had blossomed into powers. But the events were not entirely a blessing. Jin had no parents, and no money with which to pay medical bills let alone flights back to Chongqing. He was quickly inducted into the system and spent his life in foster care.

Jin was sick off and on as a child, and his foster parents were constantly trying to push Catholic religious practices on him. None of those teachings sat well with him, and combined with his bad health, he became miserable.

When Jin was 10, he was allowed to study at a Tao martial arts at a temple near his foster home in Kingston near the border to Hanover. The Temple is called Běnzhí (Ben-Shu) Temple its name meaning The Temple of The Essential Nature. He would later describe this as the turning point in his life. He was taught the principles of Taoism and Chinese Alchemy (or Internal Martial Arts). And for the first time, spirituality started to make sense to him. He learned Piguaquan, Bajiqan, and Baguazhang three of the traditional Chinese Martial Arts. Through meditation and study, he was able to learn to control his body more finely. He found that regulating his body systems as such reduced the effects on the poisons within him. He also discovered that it allowed him better control over his powers which he also began to practice heavily.

When it was time, he was introduced to Duncan Summers and inducted into Claremont. He enjoyed a somewhat normal high school experience there, and was upset to see the time pass faster than he'd like. After his graduation from Claremont, he attended Hanover Institute of Technology on a scholarship. He was going to be a Chemist like his father once was. Thanks to a combination of AP credits, and extra heavy semester course loads, Jin accelerated his college studies greatly. Remarkably he achieved his Bachelors in Chemistry in just 3 years. He now has a job for the college doing research as he pursues his Masters degree. Though, things are going slowly with the added workload being a hero has placed on him.

Personality & Motivation:

One would expect a child who lost both parents to an alien attack and spent years in foster care to be a bitter individual suffering from depression and other such disorders. Jin very nearly fell victim to those predictions. But joining the Temple when he was 10 was what saved him. That's what he'll tell you, anyway. It taught him balance in all aspects of life. It taught him compassion, moderation, and humility. Such are the ways of Taoism. He went from being a sickly, upset, brash, child to a cultured, relaxed, healthy, respectful man nearly overnight. Though some of his history sticks with him. He still misses his parents. He still regrets never having returned to China. Sometimes he lashes out in a fit of angst. But soon, he finds himself again in meditation, and returns to the centered, down-to-earth individual that he knows he is meant to be. He views these moments of weakness as the price he must endure for his otherwise enlightened life experiences. They are the Yin and Yang of his soul. This is a fact that he recognizes, and accepts.

Jin does his best to hold no bitterness in his heart over the death of his parents or the things that have happened to him over the years. However, that does not mean he cannot use his gifts to help people, and make the world a better place. Quite the opposite, in fact, for in Jin's case, he has much more to share than simply his control over metal. He attempts to share his sense of inner peace with others as much as he can. To do this, Jin dons a mask and plays the part of Ferros.

Powers & Tactics: Ferros' powers are highly manipulative of metal. They allow him a wide range of applications and options. He can do everything from modern art sculptures, to creating cages to sit bank robbers in. Just like in his every day life, Ferros prefers balance in all things. That also applies to his attitude when he gets into a fight. He will always seek to even out the fight before he seeks to finish it. Once he knows that he's not fighting a one-sided battle anymore, he will seek to disable his opponents rather than taking them out of the fight completely. He prefers to find creative ways of ensnaring combatants in solid metal rather than simply flinging chunks of iron at them like a glorified Gauss rifle.


Complications:

The Essential Nature: The monks of the Běnzhí Temple were instrumental in Jin's upbringing. They more than anyone else in his life are responsible for the man he turned out to be. He is fiercely loyal to the monks of this temple. He looks up to them, and will help or protect them in any way he is able.

Fostered: Jin's parents died at a young age and he was introduced into foster care. Things like family gatherings or family centric holidays hit home pretty hard for him. He is more easily angered or upset by insults or comments directed at the family he barely knew.

It's In The Blood, It's In The Will: Jin must keep a level head about him to keep his powers working properly. If he gets too angry, or too upset, he cannot muster the presence of mind necessary to control and manipulate massive quantities of metal. The GM may have Jin suffer Power Loss on his Metallic Control in exchange for a Hero Point if his emotions get the better of him.

Abilities: 2 + 6 + 6 + 4 + 4 + 0 = 22PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4, +10 Metal Control

Grapple: +5, +30 Metal Control

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5/-1 (-10 when Move Object AP is active)

Saving Throws: 5 + 6 + 5 = 16PP

Toughness: +10/+3 (+3 Con, +7/+0 Force Field, Impervious 10/0 [when Move Object AP is active])

Fortitude: +8 (+3 Con, +5)

Reflex: +9 (+3 Dex, +6)

Will: +7 (+2 Wis, +5)

Skills: 76R = 19PP

Acrobatics 12 (+15, Skill Mastery)

Concentration 13 (+15)

Craft (Artistic) 8 (+10)

Knowledge (Physical Sciences) 8 (+10, Skill Mastery)

Knowledge (Theology & Philosophy) 8 (+10)

Languages 1 (English, Mandarin [Native])

Notice 13 (+15, Skill Mastery)

Sense Motive 13 (+15, Skill Mastery)

Feats: 18PP

Acrobatic Bluff 2 (Move Action)

All-Out Attack

Attack Specialization (Metal Control) 3

Dodge Focus 6

Equipment 1 (5EP)

Luck 2

Power Attack

Skill Mastery (Acrobatics, Knowledge (Physical Sciences), Notice, Sense Motive)

Trance

Powers 2 + 5 + 6 + 46 + 7 = 66PP

Features 2 (Quick Change, Teleport Beacon [The Brownstone]) [2PP] (Morphic-Metal Costume & Mask)

Flight 5 (250mph / 2,500ft per Move Action, Flaws: Platform) [5PP]

Force Field 7 (Drawbacks: Weak Point) [6PP]

Metal Control 21 (42PP Array, Feats: Alternate Power 4) [46PP]

  • Base Power: Transform 10 (Any Metal Into Same Metal, 1,000 lbs., Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise, Subtle) [42PP] (Shape Metal)

    Alternate Power: Snare 10 (Extras: Regenerating, Transparent; Feats: Precise, Subtle) [42PP]

    Alternate Power: Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration], Linked [Move Object]) [10PP] + Move Object 15 (STR 75 [Heavy Load: 400 tons], Extras: Linked [impervious], Range [Perception], Flaws: Limited [Metal], Feats: Precise, Subtle) [32PP]

    Alternate Power: Drain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Flaws: Limited [Metal, Metal-encased targets]) [20PP] (Shatter/Shred Metal) + Blast 10 (Feats: Variable Descriptor [bludgeoning, Piercing, Slashing]) [22PP] (Metal Projectiles)

    Alternate Power: Transform 8 (Any Metal Into Any Other Metal, 250 lbs., Extras: Duration [Continuous], Range [Perception], Flaws: Action [Full], Feats: Precise, Subtle) [42PP] (Transmute Metal)

Super-Senses 7 (Detect Metal 2 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [7PP]

Drawbacks: -0PP

None

Abilities (22) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (18) + Powers (66) - Drawbacks (0) = 157/159 Power Points

DC Block:

ATTACK               RANGE         SAVE                       EFFECT

    Unarmed              Touch         DC18 Toughness (Staged)    Damage (Physical)

    Blast+Shred Metal    Ranged        DC20 Fortitude (Staged)    Drain Toughness*

                                       DC25 Toughness (Staged)    Damage (Physical)

    Metal Control        Perception    Grapple check              Pinned/Bound

      Thrown Object      Ranged        DC25 Toughness (Staged)    Damage (Physical)

    Shape Metal          Ranged        DC20 Fortitude             Transformed

      Held Items                       DC20 Reflex                Transformed

    Snare                Ranged        DC20 Reflex (Staged)       Entangled/Bound



    *Only vs metal targets, or targets encased in metal.

Posted

Complications:

Hero Code - Protect and serve. Do not Kill.

That sounds less like a Complication, more like something every PC on the site should have at default.

Unless you mean the Captain Marvel (DC)/Dark Star/Superman level of heroism & not-killing, where you won't kill if there exists the slimmest ghost of a chance the target can be stopped by some other means.

Why is Impervious Toughness linked to Move Object?

Posted

Yea, it's the general thing. want it gone?

His force field is generated by swirling tiny bits of metal around him. When he activates Move Object he's better able to control them. They move faster and it's harder to punch through.

Posted

Players Name: quotemyname

Characters Name: Blueshift

Power Level: 11 (178/178PP)

Trade-Offs: +2 Defense / -2 Toughness

Unspent PP: 0

Progress to Platinum Status: 25/120 (Gold Status earned with Colt)

[floatr]BlueshiftHF.png[/floatr]

Blueshift.jpgJewel_Blueshift.jpg

See Also: portrait 2

In Brief: A curious inventor with a heart of gold. Her mind is her best weapon.

Alternate Identities: Rachel Geist

Identity: Secret

Birthplace: Collingswood, NJ

Occupation: Best Buy Associate

Family: Mother and Father both living in Collingswood

Age: 22

Gender: Female

Ethnicity: Caucasian

Height: 5'5''

Weight: 117lbs

Eyes: Green

Hair: Brown/Blond

Description:

Rachel is of about average height for a girl her age. She is very physically fit due to her athletic training, but still sports a rather slight frame. Her Green eyes burn with an unquenchable curiosity and sometimes seem to glow even brighter when she is given an interesting problem to solve. Rachel is attractive, yet fails to put her good looks to use, preferring to wear functional rather than revealing clothing.

As Blueshift, however, she defaults to wearing a form fitting jumpsuit beneath her various gadgets and armor. Like any trained acrobat, she realizes the need for mobility, and cannot abide being hampered by baggy clothing in a fight. Thanks to the miracles of modern science, Rachel was able to invent a small portable machine that will bleach or unbleach hair. This makes her otherwise identity-revealing disguise that much harder to see through.

Power Descriptions:

Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence. Blueshift's intelligence has not stopped expanding since shortly after her birth. There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination.

In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors. The first device is the Tesla Gauntlet. Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs. It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact. The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets. When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear. It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device. This oval shaped metal generator straps to her back via a bandoleer. This device is the most finicky of all her devices. It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet. For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs. Last but not least, Blueshift wears a utility belt. This sectioned, plated belt straps to her waist. It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.

History:

Rachel is a problem solver. She always has been. She always will be. But when you're a genius, it's hard to find a problem you can't solve. It's hard to keep your mind busy. At 18, she "solved" school, graduating from FCU with a degree in Electrical Engineering, Civil Engineering, and Physics all at the same time.

She had reached a point in her life where she had solved all of the problems in front of her, including the 137 Sudoku books on her shelf. Life got real boring, real fast. Then she had another idea. She would help others solve their problems! It wouldn't be a big deal. She certainly had the time.

Rachel got her hands on every scrap of newspaper she could. She went over article after article. Old man Jones was having a zoning problem. She found a loophole and solved it for him. It took her ten minutes. A nearby Mom and Pop hardware store was going under. After a five minute conversation, and a five minute glance at their files, she had their assets straightened out so that they could keep the store running.

These problems were easy. Soon enough, she was bored again.

She started reading articles about crimes, and leaving anonymous tips so that the police could solve them. Briefly, she wondered if Sherlock Holmes got this bored.

She decided to tackle her boredom once and for all by taking on an extremely large problem: Super Villains. She hit the work bench, and the gym. She put some real time into training her already agile and flexible body. And when she wasn't training, she was building. She constructed a series of devices that would help her directly fight crime rather than just telling the police how to do it.

For months, she didn't solve any problems. But that was okay. This was an investment in her future.

Personality & Motivation:

Rachel is inquisitive and curious to a fault. She is hard working and diligent. She loves solving problems and she is good at solving problems, which creates some in and of its own. Namely, boredom. So her restlessness and general dislike of boredom constantly drives her to find harder and harder problems to stick her nose into. Rachel also loves helping people. The logical solution is to kill these two birds with one stone. She views fighting crime as a way to help people that always presents new and interesting problems in and of itself.

Rachel has Minor OCD which manifests itself as a compulsion to count things. When leaving or arriving at a destination, she must knock twice and only twice. When under stress she counts every step in binary while walking to a maximum of eight and then starts over again (1, 2, 4, 8). As her disorder worsens, she may develop other compulsions.

Rachel's mind does not define the word, "disorder," but it is certainly a supportive argument. She has been diagnosed with several clinical mental disorders, and is being medicated for them. The medication allows her to go about her daily life normally without falling prey to her many compulsions and phobias. However, a missed dosage, or a particularly powerful panic attack may cause her to lapse into paralyzing fear from time to time. As the medication itself is quite successful at controlling her fragile state of mind, these cases are few and far between. However, extended usage of these medications may lead to further issues down the line.

Powers & Tactics:

Rachel was born with genius level intelligence and a mind like a race car. She wasn't super intelligent, just peak human. But there is still plenty of things you can do with tools like those. Rachel was also blessed with a natural grace of movement. Though it is a minor trait compared to her intelligence. She puts both of these abilities to use inventing a multitude of miniature gadgets that she uses to fight crime. But it doesn't stop there. She uses her brain and her high maneuverability when she fights. She never fights without planning things out first, and she never fights a fight she knows she can't win. She doesn't fight dirty, but she will use everything she can to gain an advantage including her surroundings, and her opponents themselves.

Although at her birth, her intelligence was merely that of the most intelligent of humans, the fact that her mind can process information so quickly is certainly not a natural occurrence. Neither is the fact that she was already brilliant, without having to waste time during the normal childhood mental development periods. Her rapid brain functionality, and her massive intelligence are both mutations. Though not magical, or the result of any sort of outside acting force like terminus energy, these unnatural traits are mutations nonetheless. One unfortunate side affect of her incredible intelligence is that of her anxiety and social disorders as well as powerful migraines. Her brain is so efficient at processing whatever information it focuses on that sometimes, Rachel experiences a backlash from the mutations. Over the years her brain has only gotten smarter, and faster. As of yet, there exists no information that would indicate it will cease to become more powerful and more efficient.

As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well. However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet). Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back. It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction. The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.


Complications:

Agoraphobic: The fear of public places, open spaces, and having nowhere to hide. This complication mostly affects Rachel, who is powerless to escape such situations. Blueshift, however has devices that allow her to run quickly and become invisible. However, if these devices fail to function, as with her Reconnitoir Complication she may become stunned for a round due to her paralyzing agoraphobia.

Migraine: Rachel's brain processes information at an incredible rate. Sometimes, using her brain's full capacity causes her to have terrible headaches. She gains a Hero Point when using her Maximum Mental Quickness to take twenty on a skill check at an increased speed causes her to be stunned the following round due to having a brief migraine.

Passionate and Pushy - Rachel has finally found a decent guy who's stuck around long enough to get to know her. More than that, he's even done a great deal helping her come to grips with some of her more debilitating mental disorders. The man? Gabriel Quinn, a.k.a. Push. She's incredibly appreciative of everything he's done for her, and looks for every chance to thank him. Though she may soon find herself fighting a new battle on two new fronts. On one side, the darker things from Gabe's past creep closer, on the other, Rachel struggles to fight the onset of co-dependency.

Reconnoiter: The energy powering her cloaking device is good for little more than information gathering. She gets an HP when making an attack while cloaked, which causes her to uncloak. (i.e., the Passive Flaw for Concealment, but taken as a Complication).

Abilities 0+10+2+8+4+0=24pp

Str 10 (+0)

Dex 20 (+5)

Con 12 (+1)

Int 18/24 (+4/+7)

Wis 14 (+2)

Cha 10 (+0)

Combat: 8+12=20pp

Attack: +4 Base (+10 Gauntlet)

Defense: +12 (+6 Base, +3 Dodge Focus, +4 Shield), +2 flat-footed

Initiative: +5 (+5 Dex)

Grapple: +0 (+0 Str)

Knockback: -4; -2 FF; -2 w/o Equipment; -0 FF and w/o Equipment

Saves 2+4+3=9pp

Toughness +8 (+4 Flat Footed)

Fortitude +3 (+1 Con; 2)

Ref +9 (+5 Dex; 4)

Will +5 (+2 Wis; +3)

Skills 140R = 35PP

Acrobatics 6/10 (+11/+15, Skill Mastery)

Craft (electronic) 13 (+17/+20)

Craft (mechanical) 13 (+17/+20)

Concentration 8 (+10)

Computers 16 (+20/+23)

Disable Device 13 (+17/+20)

Escape Artist 5 (+10)

Knowledge (Technology) 8 (+12/+15, Skill Mastery)

Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery)

Knowledge (Pop Culture) 8 (+12/+15)

Knowledge (Tactics) 8 (+12/+15, skill Mastery)

Notice 13 (+15)

Search 8 (+15)

Stealth 5 (+10)

Sense Motive 8 (+10)

Feats 35PP

Attack Specialization [Gauntlet] 2

Acrobatic Bluff

Challenge (Fast Acrobatics)

Defensive Roll 2

Defensive Attack

Dodge Focus 3

Eidetic Memory

Equipment 2 [10ep]

Evasion 2

Improvised Tools

Inventor

Luck 2

Master Plan 2

Online Research

Power Attack

Setup

Sidekick 4 (+15 Veteran Reward = 16)

Skill Mastery (Acrobatics, Knowledge (tactics), Knowledge (technology), Knowledge (physical sciences))

Skill Mastery (Disable Device, Stealth, Computers, Sense Motive)

Sneak Attack

Ultimate Effort [Craft (Electronic)]

Ultimate Effort [Craft (Mechanical)]

Uncanny Dodge (Hearing)

Well-Informed

Protective Bodysuit (Protection 3, Subtle) {4ep}

Comm Link {1ep}

Handcuffs {1ep}

MW Inventor Tools (+2 Craft [Electronic]) {1ep}

Spy Camera {1ep}

MW Investigative Tools (+2 Investigate) {1ep}

Powers: 5 + 6 + 4 + 4 + 12 + 6 + 7 + 6 + 6 +1 = 57PP

Communication 2 (Mental, 100ft, Extras: Linked [Comprehend]; Flaws: Limited to Machines) {1PP} + Comprehend 2 (Electronics; Speak and Understand) {4PP} ("Audito Apparatus") [5PP]

Device 2 "Tesla Gauntlet" (Easy to lose) [6pp]

Strike 8 (PF: Precise, Variable Descriptor (Heat and Electricity)) {10dp}

Device 1 "Plasma Bangle" (Hard to Lose) [4pp]

Shield 4 (PF: Subtle) {5dp}

Device 1 "Dash Boots" (Hard to Lose) [4pp]

Speed 4 {4dp}

Enhanced Skills: Acrobatics 4 {1dp}

Device 3 "Sensory Scanner" (Hard to Lose) [12pp]

Datalink 6 (Radio, 20 miles) [6PP]

Super Senses 9 (All Visual Senses [Extras: Extended], Danger Sense [Radio], Distance Sense, Infravision [Visual, Extras: Tracking], Radar [Radio, Extras: Accurate, Drawbacks: Not Radius], Radio) [9PP]

Visual-type senses are Accurate, Acute, and Ranged by default. Radio-type senses are Acute, Radius, and Ranged by default.

Device 2 "Cloaking Field" (Easy to Lose) [6PP]

Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) {10dp}

* Please note Reconnoiter Complication[/device]

Gadgets 1 (Hard to Lose) [7pp]

Examples:

"Diving Suit" Immunity 3 (Cold, Underwater Breathing, Pressure); Swimming 2

"Hot Suit" Immunity 4 (Disease, Heat, Poison, Radiation); Super Senses 1 (Analytical for Infravision)

"Vert Mode" Super Movement 1 (Wall Crawling 1); Enhanced Skills 3 (Climb 12);

"Grease Release" Immunity 5 (Entrapment)

"Anchor Shield" Immovable 6 (Flaws: Action 2 [Move]) and Impervious Toughness 6 (Flaws: Limited to Physical)

Enhanced Intelligence 6 [6PP] (mutant)

Quickness 12 (x 10,000; Flaws: Limited [Mental Only]) [6pp] (mutant)

Quickness Cheat Sheet

Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Knowledge check (normally 1 hour) in .36 seconds/Free Action.

Can Take 20 on a Notice check (normally 1 minute) in 0.006 seconds/Free Action.

Can Search a 2000-ft diameter area (normally 1.5 hours) in .5 seconds/Free Action.

Can Search a 10000-ft. diameter area (normally 8 hours) in 3 seconds/1 action. Can Take 20 on that same Search (normally 160 hours) and do it in 1 minute.

Super Senses 1 (Communication w/ MAC; Descriptors: Mutant; Mental) [1pp]

Drawbacks [-3pp]

Overactive Imagination (Chance of restlessness with every sleep, check of DC 10 causes sleep deprivation, after sleep deprivation is fatigued until restful sleep; -3)

DC Block:


        ATTACK               RANGE       SAVE                         EFFECT

        Unarmed             Touch        DC15 Toughness (Staged)     Damage

        Tesla Gauntlet       Touch       DC25 Toughness (Staged)     Damage (fire/electricity)

Abilities (24) + Combat (20) + Saving Throws (9) + Skills (35) + Feats (35) + Powers (57) - Drawbacks (3) = 178/178 Power Points


Name: Mechanical Analytic Construct (MAC)

Power Level: 5 (95/95 PP)

Trade-Offs: None

Abilities: (-8+0-10+10+0+0=-8) [floatr]MacMkII.jpg[/floatr]

STR 2 (-4)

DEX 10 (+0)

CON ---

INT 20 (+5)

WIS 10 (+0)

CHA 10 (+0)

Combat: (2+4=6pp)

Attack: +1 / +5 Robotics Array

Grapple: -14 / +8 w/ Telekinesis

Defense: +5 (+2 Base +3 Dodge Focus)

Knockback: -2

Initiative: +0

Saves: (0+2+1=3pp)

TOU: +1

FORT: --- (Immune)

REF: +1 (+0 Dex, +2)

WILL: +0 (+0 WIS, +1)

Skills: (4)

Notice 8 (+8)

Search 8 (+13)

Feats: (4)

Benefit (counts as MW tools for any Craft Check)

Dodge Focus 3

Powers: (10 + 13 + 8 + 5 + 30 + 10 + 9 + 1 = 86)

Concealment 8 (All Visual, Audio & Radio Senses [Total]; Flaws: Blending; PFs: Close Range, Selective) [10pp]

ESP 6 (Auditory + Visual Senses, Extras: Affects Others, Duration [sustained], Simultaneous; Flaws: Action [standard], Limited [Others], Limited 2 [blueshift's Visor], Feats: Subtle) [13pp] (Sensory Link)

Flight 4 (100 MPH) [8pp]

Force Field 5 [5PP]

Immunity 30 (Fort effects) [30pp]

Robotics Array 3.5 [7pp powers; PF: 1 Alternate Power, Accurate 2] [10pp]

Base Effect: Strike 5 (PF: Precise, Variable Descriptor [Heat/Electricity]) "Robot Laser"

Alternate Power: Telekinesis 3 (PF: Precise) "Robot Manipulator Beam"

Shrinking 8 (Tiny; Extras: Duration [Continuous]; Flaws: Permanent; PFs: Innate) [9pp]

Super-Senses 1 (Communication Link w/ Blueshift) [1pp]

Drawbacks (0)

None

Totals: Abilities (-8) + Combat (6) + Saves (3) + Skills (4) + Feats (4) + Powers (86) - Drawbacks (0) = 95/95PP

  • 4 weeks later...
Posted

Communication 2 (Mental, 100ft, Extras: Linked [Comprehend], Two-Way) {4PP} + Comprehend 2 (Languages 2 [speak Any, Understand Any]) {4PP} (Telepathy) [8PP]

Character Questionnaire!

Posted

dante.jpg

The Half Demon Hunter - "Is he half half demon? Or does he hunt half demons?"

Abilities: 14+ 6 + 14 + 2 + 4 + 4 = 44PP

Strength: 24/34 (+7/+12)

Dexterity: 16 (+3)

Constitution: 24/34 (+7/+12)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 4 + 4 = 8PP

Initiative: +3

Attack: +2, + 5 Melee

Grapple:

Defense: +5 (+2 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -3, -6 w/Powers, -11 w/Sword

Saving Throws: 0 + 4 + 5 = 9PP

Toughness: +7/15 (+7/+12 Con, +3 Protection) (Impervious 7)

Fortitude: +7/+12 (+7/+12 Con, +0)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+2 Wis, +5)

Skills: 84R = 21PP

Acrobatics 12 (+15)

Bluff 8 (+10)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 15 (+17)

Knowledge: Arcana 9 (+10)

Notice 13 (+15)

Sense Motive 13 (+15)

Feats: 17PP

All Out Attack

Attack Focus Melee 3

Dodge Focus 3

Improved Critical (unarmed)

Improved Grab

Interpose

Luck 2

Move By Action

Power Attack

Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive)

Startle

Well-Informed

Powers: 10 + 10 + 15 + 3 + 1 + 1 + 11 = 51pp[floatr]281993-300px_rebellion_4_large.jpg[/floatr]

Enhanced Strength 10 [10pp]

Enhanced Constitution 10 [10pp]

Dominion - Easy to Lose Device 4 PF: Restricted 2 (Demon Blood), Indestructible [15pp]

Protection 3 (Extras: Impervious 7) [10pp]

Super-Strength 2 PF: Hammer Throw [6pp]

Strike 3 (PF: Mighty) [4pp]

Immunity 6 (Aging, Sleep, Starvation and Thirst, Disease, Poison, Heat; Flaws: Limited to Half Effect) [3pp]

Speed 1 [1pp]

Super Senses 1 (Danger Sense [mental]) [1pp]

Super-Strength 4 (PF: Powerlifting, Strike of Valor, 1AP) [11pp]

Alternate Power: Move Object 4 Extras: Action - Move; Flaw: Dominion only (-2), Limited Direction - Towards you (-1) {2pp}

AND Speed 4 {4pp}

AND Super Senses 4 (Detect Demons [mental] Extras: Accurate, Acute, Extended [100ft increments]) {4pp}

Drawbacks: (-0) + (-0) = -0PP

Abilities (44) + Combat (8) + Saving Throws (9) + Skills (21) + Feats (17) + Powers (51) - Drawbacks (0) = 150/150 Power Points

NOTES

Needed this for another game. But the character needs a rebuild. I decided I'd do the rebuild here.

  • 3 weeks later...
Posted

Inspired by a friend, and AA's thankfully useful oddballs.

Don't know if it'll ever get used here or not. But it's a thing, and here it is.

Were-Hellhound

Mozilla_Hellhound_Icon_by_mistressmariko

Name: Russell Buchanan

PL: 10 (150)

Trade-Offs: -2 Atk/+2 DC; -2 Def/+2 Tou

In Brief: Driven to strike a deal with the devil in order to save a loved one. Learned to conquer the literal Devil on his back through sheer determination alone. Magically Augmented hero in complete control of the Hellhound possessing him. Strives to provide justice for those incapable of seeking it themselves so that none must ever make the choice he was once forced into.

Description:[floatr]BlackShirt_RedTie.jpg[/floatr]

Russell is tall and thin. He prefers to dress in mostly better than average casual clothing. His jeans are never torn, his shoes are often polished leather loafers or other similar shoes. He has often been known to wear a black button down shirt and a bright red tie.

When Russell activates the majority of his powers, he transforms into Hellhound. His visage changes just enough that it's impossible to recognize him for the person he once was. Waves of infernal energy flow from his back and shoulders. His skin changes color, becoming predominantly dark, though not quite entirely black. The skin on his outer extremities adopts a faint reddish tint that grows deeper in color toward the very ends of his arms and legs. He also seems to grow a very short very subtle, sleek, fer coat that shines like that of a Doberman. His fingernails become hard and black, though they seem to be trimmed regularly to avoid being dangerous to himself or others.

Power Descriptions:

Regardless of whether his powers are active or not, Russell is constantly possessed by the spirit of the hellhound that grants him his powers. Animals are uncharacteristically on edge around him. Anyone in tune with the spirit world can easily sense a malignant presence around him (or in him if his powers are active) though it is abundantly clear that he himself is not the origin of the malignant feelings produced by the spirit. Furthermore, anyone that is blessed with the gift to see spirits, other dimensions, or other planes of existence, etc. is able to perceive the spirit of the beast with their eyes. To such onlookers it appears as if the hound is bound to Russell by massive chains around its ankles and neck. The chains are likewise fastened to Russell's upper arms and neck. When his powers are not active, the beast is docile for the most part, though it strains against the chains occasionally. But that activity is nothing compared to the magnitude of it's activity while he is using all of his strength. When his powers are active, the hellhound is in constant motion. It snarls loudly, thrashes about in anger, and is constantly straining against the chains that bind it to it's earthly host. Through all of this activity, Russell either doesn't notice it, or he has long since gotten used to it. In Either case, the activities of the devil on his back do not affect him in the least.

History:

Abilities: 52 pp

STR: 26 (+8)

DEX: 24 (+7)

CON: 26 (+8)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 12 (+1)

Combat: 12 pp

ATK: +2 (+8 Unarmed)

DEF: +8 (+6 raging; +2 flat-footed; +0 Raging and Flat-Footed)

Init: +15

Grapple: +16; +20 Raging

Saves: 6 pp

TOU +12 (+8 Con, +4 Protection)

FORT +8/+12 (+8 Con / +4 Rage)

REF +8 (+7 Ref, +1)

WILL +6/+10 (+1 Wis, +5 / +4 Rage)

Skills: 12 pp=48 r

Intimidate 14 (+15)

Languages 2 (English, Latin) (Base: Romanian)

Notice 8 (+10)

Search 5 (+5)

Sense Motive 8 (+10)

Stealth 3 (+10)

Survival 8 (+10)

Feats: 29 pp

All-out Attack

Attack Specialization: Unarmed 6

Dodge Focus 4

Evasion 2

Improved Initiative 2

Luck 2

Move-By Action

Power Attack

Rage 4 (+8 Str, +4 Fort, +4 Will, -2 Defense; 10 Rounds)

Skill Mastery (Notice, Sense Motive, Stealth, Survival)

Startle 2

Takedown Attack 2

Uncanny Dodge (Olfactory)

Powers: 39 pp

Alternate Form 5 (Were-Hellhound) (DB: Unusable While Fatigued ) [24 pp]

Enhanced Feats 4 (Improved Crit 2, Variable Descriptor 2 [Any Infernal, Magical, or Both]) [4 pp]

Immunity 2 (environmental heat, poison) [2 pp]

Impervious TOU 10 (Drawback: Not vs. Holy) [9 pp]

Super-Senses 8 (Accurate Acute Analytical Extended Tracking 3 [full-speed] Scent) [8 pp]

Super-Strength 1 (Effective Strength 36/44 Raging; Heavy Load: ???) [2 pp]

Immunity 1 (aging, disease) [2 pp]

Protection 4 [4pp]

Super Strength 1 (PF: Strike of Valor; Effective Strength 31/39 Raging; Heavy Load: ???) [3pp]

Teleport 1 (100 ft) (Extra: Accurate) (PF: Change Velocity) [4+2=6 pp]

AP: Dimensional Movement 2 (any hell)

AP: Speed 4 (100 ft)

costs

abilities 52 + combat 12 + saves 6 + skills 12 + feats 29 + powers 39 = 150 pts

DC Block 

Unarmed DC 27 Toughness (bruised/injured)


Complications:

Dead I am the dog, hound of hell you cry: Possessed by the spirit of a Hellhound. Russell is in complete control of the 'beast' at all times, except under moments of extreme mental distress such as when he is attacked with mental powers. GM may choose to have him automatically fail a will save at any time to gain a Hero Point.

This place full of peace and light: Russell has sold his soul the devil. It may be a lesser demon, or Lucifer himself, but the end result is the same. Heaven holds no place for this hero.

Deny the Savior: [Enemy] Whatever infernal powers Russell made a deal with is in no way excited about the fact that he seems to have gained control over the entity possessing him. Russell has stood at the gates of hell making vulgar gestures more than a few times (metaphorically speaking). Needless to say, he's made more than a few enemies in low places. This complication may come up whenever the GM deems appropriate in order to throw a monkey wrench, however big or small, into any aspect of Russell's life.

  • 1 month later...
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