Bishop Posted September 6, 2011 Posted September 6, 2011 BISHOP - PL7 BUILD [floatr][/floatr] Player Name: Bishop Character Name: Bishop Power Level: 7 (105PP) Trade-Offs: -2 Attack, +2 DC Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A teleporting tactical genius. Alternate Identity: Donovan Kross Identity: Public Birthplace: Philadelphia, PA Occupation: Freelance Consultant Affiliations: None Family: None Description: Age: 44 (DoB: 1967) Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 148 lbs Eyes: Brown Hair: Brown Donovan Kross is a slender, middle aged man. His hair is a dark brown and graying at the temples. It's of a medium length and usually a bit unkempt. He is missing his right eye, and the right side of his face is disfigured from burns. Where his right eye was is a cybernetic socket that interfaces with his optic nerve. Because he doesn't try to maintain a secret identity, he nearly always wears his mask, which covers the scars on his face. The only time he normally takes it off is to sleep, shower, and play chess. He feels it interferes with his concentration during play and gives the appearance of an unfair advantage. Bishop's costume is in a "chess motif" large black-and-white checkered pattern. He carries what looks to be a medieval king's scepter, about a foot and a half long, which clips to his belt. The rest of his belt is much more utilitarian in appearance. (He thinks the whole "chess-theme" thing is a bit overdone, but he didn't have a lot of input into the design...) Most of the right side of his face is covered with a metallic mask / headset which also completely covers his right eye. Power Descriptions: Bishop's primary power is his mutant ability to teleport. When he uses his power, whatever is teleporting shimmers briefly before disappearing. The teleport makes a soft "zzzut" sound. History: Donovan Kross was a professional chess master -- an international grandmaster who was running a small chess school in downtown Philadelphia. He lived in a modest home in the suburbs with his wife Melinda and daughter Julia. That was until the night of the house fire that destroyed his life. It happened late at night. There was an explosion, and the first thing Donovan remembers is waking up in terrible pain, pinned by a burning support beam. The right side of his body was pressed into drapery and carpet that had caught on fire and was scorching his face and upper torso. He panicked. In the terror of the moment, he could think of nothing but wanting to get out, escaping to the safety of the front yard. In his mind, it was like he could understand the space between him and the yard in the same way he would visualize a chess board. All it took, he intuitively realized, was a diagonal move across the space in between like the move of a bishop. With that thought, he instantly teleported himself to the front yard and collapsed on the grass. Later, Donovan awoke in the hospital, groggy and in pain. He was in the burn unit being treated for third degree burns over half his face and upper torso. He was attached to IV fluids, pain killers, and monitors. His first guests were police detectives sent to investigate the fire. They told him that his wife and daughter had died in the blaze. They also told him that the fire appeared to be intentional but that he was not currently a suspect. The next few days Donovan spent in a medicated haze, but he was vaguely aware of being transferred to a wheeled stretcher and transported somewhere. When he fully came to his senses, he found himself in an ultra-high-tech medical facility; and his newest visitors weren’t police or medical staff, but costumed superheroes! He learned that he was in the infirmary of Freedom Hall, the Freedom City headquarters of the Freedom League! Donovan’s accident had drawn the attention of the Freedom League for a few reasons – not the least of which was the shocking revelation that Donovan’s daughter Julia was secretly an associate member of the League! His own daughter had been living a double life as a superhero. Julia had been the superhero code named “Empress†and had possessed impressive telekinetic powers. The League believed that Empress – Julia – didn’t die in the fire. The burnt corpse left behind was not hers. But they had no idea what had happened to her, where she was, or why nobody had heard from her since the fire. Donovan also learned that his daughter’s powers were genetic and that she had inherited her genetic mutation from him! Its power wouldn't reveal itself until there was a life-threatening event which, in the panic of the moment, triggered the latent abilities. He remembered the car accident his wife and daughter had been in a few years back. It seemed a miracle they had survived without a scratch considering the extensive damage to the car and the semi-truck it had collided with. He had chalked it up to a fluke of chance. Julia had acted differently ever since that accident. She was secretive, distracted, and seemed to go on a lot of sudden overnight trips. He had worried about her but didn’t want to pry. Now, the grief of her loss was even greater than when he thought she had died. He blamed himself: if only he had known the truth; if only he had used his “great intellect†and “supremely analytical mind†to figure out what was happening in his own family. Maybe then, none of this would have happened. The League helped Donovan control his abilities. Donovan trained hard and devoted his talent for tactical chess to tactics of a different sort. While not an official member, Donovan now assists the League and various agencies as a master tactician. He also invests much of his free time in investigating what happened to his daughter and who killed his wife. Personality & Motivation: What happened to Bishop's family drives him to fight for justice and freedom. Though the surgery was offered to him to completely repair his scarring and replace his eye, he turned it down. He doesn't want to erase the reminder of what had happened, possibly out of a feeling of guilt over the incident. He is especially driven to unravel the mystery behind what happened to his daughter. But, more than anything else, what motivates him is a desire to be someone his daughter would be proud of. He loves intellectual challenges. That is what he loves most about chess, and sometimes he sees what he does now as the greatest chess game in the world. He particularly seeks to defeat "mastermind" villans who pride themselves in their intellect. He no longer plays or teaches chess professionally, but still loves the game and is usually playing several correspondence games online at any given time. Bishop tends to be "cool, calm, and collected." He has tremendous patience. He prefers to collect as much relevant information as possible before acting, but can act quickly and decisively when the situation calls for it. While polite, he tends to be a tad formal with others. He seems warm and friendly, but also reserved and a bit aloof. Powers & Tactics: Bishop can teleport himself with a remarkable degree of skill. He is also capable of “micro†teleports which lets him dodge attacks and avoid damage more effectively. His mask plugs into the optical nerve where his right eye once was. It delivers tactical information, input from video cameras in the area, and interfaces with computer systems, including the one built into a small backpack on his costume. He prefers to dart in and out of a battle using hit and run tactics to confuse and disrupt his enemies. He can teleport behind full cover, keeping tabs on his targets with cameras in the area or ones he might deploy on site, then strike and withdraw again quickly. His primary weapon is a specially designed "scepter" which works with and enhances muntant teleportation abilities and has some additional useful features. He can use it to channel his teleportation power to teleport someone it touches, or to "rend" them by teleporting away parts of them or teleporting slightly into them. Lastly, the sceptre can enhance his natural teleporting ability, greatly extending his range and carrying capacity. The scepter is frequently tinkered with and might also include experimental "one off" features he can access by power stunting. His costume is lightly armored and also includes a miniaturized, folding paraglider. His favorite strategy is to teleport high into the sky where he can slowly drift as he analyzes and prepares his battle plans. During downtime, he does this to monitor reports and keep an eye out for trouble spots he can teleport to instantly. Complications: A Mystery to Solve: He is willing to go to great lengths to find out what happened to his family and to avenge the death of his wife. Owes One to the Big Guys: Bishop is not an official member of The Freedom League, but they have helped him a lot and he has an obligation to them. Also, since he makes frequent use of his Connected feat, bartering favors as he does so; he almost always owes favors to various powerful individuals. "The Game is Afoot!": Bishop prefers to match wits with “mastermind†supervillians and he won't back down from an intellectual challenge. Two-Face's Twin Brother: Bishop is scarred over half his face and upper torso from burns. This sometimes gets a negative reaction, though the scars are usually covered by his mask and costume. His looks are distinctive. He is not concerned with his appearance, but the scars do remind him of what he has lost. Guinea Pig for Technology: Part of the deal he's getting in using his high-tech gear is that it is experimental and still subject to modification. Though this means he is sometimes given useful and unusual one-off "upgrades" he can power stunt, it also means things sometimes don't work as intended or can have unpleasant side-effects. Abilities: 0 + 0 + 4 + 12 + 4 + 2 = 22PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 6 + 6 = 12PP Initiative: +6 (Speed of Thought) Attack: +5 Melee (+3 Base, +2 Scepter), -1 Ranged (+3 Base, -4 One Eye) Grapple: +3 Defense: +7 (+3 Base, +4 Shield), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 3 + 4 = 9PP Toughness: +2/+5/+7 (+2 Con, +3 Protection (Costume), +2 Defensive Roll) Fortitude: +4 (+2 Con) Reflex: +3 (+0 Dex) Will: +6 (+2 Wis) Skills: 32R = 8PP Computers 4 (+10)Skill Mastery Diplomacy 6 (+7)Skill Mastery Investigate 2 (+8) Knowledge: Streetwise 2 (+8) Knowledge: Tactics 9 (+15)Skill Mastery Knowledge: Technology 2 (+8) Knowledge: Others (+6) Search 2 (+8) Sense Motive 5 (+7)Skill Mastery Feats: 10PP Attack Specialization (Scepter) Benefit 3: Knowledge (Tactics) in place of Stealth to set up a surprise attack Notice or Sense Motive to detect an ambush or avoid a feint in combat Intelligence check for the Master Plan featEidetic Memory Equipment 1 [5EP] Master Plan Online Research Speed of Thought Skill Mastery (Tactics, Diplomacy, Computers, Sense Motive) Equipment 1PP = 5EP Computer (Masterwork) [2EP] IR Video Camera (to drop in place and access with ESP)[2EP] Mini Tracer (Benefit: Teleport Anchor) [1EP] Commlink [0EP] Powers: 13 + 8 + 4 + 5 + 17 = 47PP Device 4 (20PP Container, Flaws: Easy to Lose, Feats: Restricted (Mutant Teleporters))[13PP] ("Scepter") Scepter 9 (18PP Array, Feats: Alternative Power 2) [20PP] Base Power: Damage 9 (Extras: Penetrating)[18PP] (Rend / Teleporting tip into a target) Alternate Power: Nauseate 9[18PP] (A disorienting teleport-in-place) Alternate Power: Teleport 4 (Extras:Linked to Teleport Power (Increases power to rank 8: 800' / 2,000 miles), Accurate, Feats: Progression 2 (Increases capacity to 500 lbs)) [18PP] (Teleport Booster) Device 2 (10PP Container, Flaws: Hard to Lose)[8PP] ("Mask") Computer Interface and Video Camera 4.5 (9PP Array, Feats: Alternate Power) [10PP] Base Power: ESP 3 (Vision, 1,000' range) (Extras: Simultaneous, No conduit, Flaws: Medium (Video Cameras)) [9PP] (Remote Video Feed Tap) Alternate Power: Super Senses 3 (Vision range increment 1,000', Infrared) and Datalink 6 (20 mile range) [9PP] (Remote Computer Interface and IR Video Camera with 100x Zoom) Device 1 (5PP Container, Flaws: Hard to Lose) [4PP] ("Costume") Protection 3 [3PP] (lightly armored) Flight 2 (250'/25MPH Flaws: Gliding) [2PP] (miniaturized folding parawing) Shield 4 (Feats: Defensive Roll) [5PP] (Defensive Teleport) (Mutation) Teleportation 4 (400'/1 Mile)(Extras: Accurate, Feats: Change Direction, Change Velocity, Easy, Turnabout, Moving Feint)[17pp] (Mutation) Drawbacks: (-3) = -3PP Disability (One Eye, Frequency: Common, Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Rend Touch DC24 Toughness Damage Teleport Touch DC19 Fort (Staged) Sickened, Nauseated, Helpless Totals: Abilities (22) + Combat (12) + Saving Throws (9) + Skills (8) + Feats (10) + Powers (47) - Drawbacks (-3) = 105/105 Power Points
Avenger Assembled Posted September 6, 2011 Posted September 6, 2011 Bishop, I'll be frank with you here. As a Ref, this character is not looking good. . There's very little room in happy, optimistic Freedom City for mercenary-minded, secret-ID-less Objectivists. This is not an Iron Age-friendly setting, not even close: we embrace Silver Age tropes, we don't tear them down. If you're a classic sci-fi fan, think the moral tone and worldview of Picard's Enterprise, not Blake's Liberator. Elsewhere, New characters don't come in as Freedom League members, though it's fine for him to have worked with them in the past/gotten powers training from them. (That sort of reward should come in-character, once the Refs have seen you can actually do the job: and since the League has access to tactical geniuses and teleporters who will help them out of the goodness of their hearts rather than demanding anything in return...) However, he's a well-written character with an interesting backstory, and you've made a good case for him, so I'm not going to turn you away. So, my suggestion is that you treat this character as Han Solo around the beginning of the first Star Wars movie: the grey-moraled guy who over the course of his first story makes the moral evolution from callous mercenary to brave, self-sacrificing hero. The "Knight in Sour Armor", the guy who grumbles and grouses about not getting paid enough for this, but then who throws himself on the grenade anyway is fine. The heartless Iron Age mercenary, or even the guy who comes across that way to others, is not fine at all. If he's coming across as a selfish prick, he's not being written in a way that fits into the setting.
Bishop Posted September 20, 2011 Author Posted September 20, 2011 Player Name: Character Name: Power Level: (7 or 10) (105/105PP or 150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: (1-2 sentences which sum up the whole character) Alternate Identity: Identity: (Public or Secret) Birthplace: Occupation: Affiliations: (People and/or groups you work with) Family: Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: (if applicable) Gender: Ethnicity: Caucasian? Asian? Etc. Height: Weight: Eyes: Hair: (Describe what they look like!) Power Descriptions: (Describe what their powers look like, if applicable) History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Name: [Description] Example: Secret: Identity. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery (would be used for someone with 5 ranks in the skill and a +0 Int modifier) Knowledge (Technology) 8 (+10)Second Chance (would be used for someone with 8 ranks in the skill and a +2 Int modifier) Languages 2 (English, French [Native], German) (would be used for someone who speaks those three languages, but learned French first) Notice 5 (+4) (would be used for someone with 5 ranks in the skill and a -1 Wis modifier) Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Name (power breakdown, if applicable) [XEP] Example: Gas Mask [1EP] Sword (Damage 3 [Feats]) [5EP] Undercover Vest (Protection 3 [Feats]) [4EP] Please note that the Equipment quoteblock is only applicable if your character has the Equipment feat. Powers: 0 + 0 + 0 = 0PP Power/Array Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Base Power: Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors)Alternate Power: Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Device 1 (5PP Container, Extras: ???, Flaws: Easy/Hard-To-Lose, ???, Feats: ???, Drawbacks: ???) [3/4PP] (Descriptive Name, Descriptors) Power Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors) Examples: Electrical Control 10 (20PP Array, Feats: Alternate Power 2) [22PP] Base Power: Blast 10 (Extras: Autofire, Flaws: Action [Full], Feats: Accurate, Drawbacks: Full Power) [20PP] (Chain Lightning)Alternate Power: Blast 10 (Extras: Area [General, Burst], Flaws: Distracting) [20PP] (Ball Lightning)Alternate Power: Stun 6 (Extras: Range [Ranged]) [18PP] ("Taser") Device 2 (10PP Container, Flaws: Hard-To-Lose, Feats: Indestructible) [9PP] (Mighty Shield) Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] NOTE: If your powers do not have any Extras, Flaws, Feats or Drawbacks, you do not need to include those categories. I.e., if you have a plain Blast 10 (a bolt of fire), all you need to write is "Blast 10 [20PP] (Fire Bolt)." Drawbacks: (-0) + (-0) = -0PP Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.) DC Block (see below) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
Bishop Posted September 22, 2011 Author Posted September 22, 2011 [floatr][/floatr] WORK IN PROGRESS Player Name: Bishop Character Name: The Black Knight Power Level: 9 (140PP) Trade-Offs: -2 Attack, +2 DC Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A teleporting tactical genius. Alternate Identity: Donovan Kross Identity: Public Birthplace: Philadelphia, PA (Anti-Earth) Occupation: Evil Genius Affiliations: The Tyranny Syndicate Family: Daughter Julia Kross and wife Melinda Kross (of Anti-Earth) Description: Age: 44 (DoB: 1967) Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 148 lbs Eyes: Brown Hair: Brown (Evil) Donovan Kross is a slender, middle aged man. His hair is a dark brown and graying at the temples. It's of a medium length and usually a bit unkempt. Black Knight's costume soncists of a black, utilitatian bodysuit, with chest and shoulder armor suggestive of medieval armor, but still very modern in appearance. A belt and various pockets hold his gadgets and other equipment. Power Descriptions: Black Knight's primary power is his mutant ability to teleport. When he uses his power, whatever is teleporting shimmers briefly before disappearing. The teleport makes a soft "zzzut" sound. History: (Evil) Donovan Kross was a professional chess master and criminal mastermind. Five years ago, during a bank heist, his partners-in-crime double-crossed him and left him to suffocate in an air-tight bank-vault. The ensuing panic triggered his latent mutant teleportation power. He was discovered and recruited by the Tyranny Syndicate and his powers were trained and studied. When it was discovered that his daughter shared the same latent gene, which could only activate under life-threatening danger, The Black Knight had her tortured until her telekinetic power manifested. Personality & Motivation: The Black Knight is cold and calculating. He will hold a grudge for years, and plot vengeance against those who wrong him. He can patiently put together a long term plan only striking when the time is right. He is especially loves intellectual challenges. He particularly seeks to defeat "smart-guy" superheroes who like to fight with their intellect. Powers & Tactics: Black Knight can teleport himself with a remarkable degree of skill. He is also capable of “micro†teleports which lets him dodge attacks and avoid damage more effectively. He prefers not to engage in battle directly, but plan strategy for his minions instead. If he must fight, he prefers to dart in and out of a battle using hit and run tactics to confuse and disrupt his enemies. He can teleport behind full cover, then strike and withdraw again quickly. His primary weapon is a specially designed "lance" which can fire a searing beam of coherent energy or, in close combat, deliver a devastating piercing strike. His costume is armored and also includes an anti-grav unit, allowing him to hover over a battlefield. His favorite strategy is to teleport high into the sky where he can slowly drift as he analyzes and prepares his battle plans. Abilities: 0 + 0 + 4 + 12 + 4 + 2 = 22PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +6 (Speed of Thought) Attack: +7 Melee (+5 Base, +2 Lance), +7 Ranged (+2 Base, +2 Lance) Grapple: +3 Defense: +9 (+5 Base, +4 Shield), +2 Flat-Footed Knockback: -0 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +2/+5/+7 (+2 Con, +3 Protection (Costume), +2 Defensive Roll) Fortitude: +6 (+2 Con) Reflex: +5 (+0 Dex) Will: +10 (+2 Wis) Skills: 52R = 13PP Bluff 5 (+6) Computers 4 (+10)Skill Mastery Craft: Electronics 4 (+10) Craft: Mechanical 4 (+10) Intimidate 9 (+10)Skill Mastery Investigate 2 (+8) Knowledge: Streetwise 2 (+8) Knowledge: Tactics 11 (+17)Skill Mastery Knowledge: Technology 4 (+10) Knowledge: Others (+6) Search 2 (+8) Sense Motive 5 (+7)Skill Mastery Feats: 17PP Attack Specialization (Lance) Benefit 3: Knowledge (Tactics) in place of Stealth to set up a surprise attack Notice or Sense Motive to detect an ambush or avoid a feint in combat Intelligence check for the Master Plan featEidetic Memory Inventor Equipment 1 [5EP] Master Plan Minions 6 (5 60 pt Minions - "The Black Pawns") Online Research Speed of Thought Skill Mastery (Tactics, Intimidate, Computers, Sense Motive) Equipment 1PP = 5EP Commlink [0EP] Powers: 15 + 1.6 + 6.4 + 5 + 23 = 51PP Device 5 (25PP Container, Flaws: Easy to Lose)[15PP] ("Power Lance") Power Lance 12 (24PP Array, Feats: Alternative Power) [25PP] Base Power: Damage 11 (Extras: Penetrating, Feats: Extended Reach, Incurable)[24PP] ("Energy Lance") Alternate Power: Damage 11[18PP] (Extras: Ranged, Feats: Extended Range, Incurable)[18PP] ("Beam Setting") Device .4 (2PP Container, Flaws: Hard to Lose)[1.6PP] ("Gravatomic Belt") Flight 1 (100'/10MPH) [4PP] (anti-grav function and mini-thrusters) Device 1.6 (8PP Container, Flaws: Hard to Lose) [6.4PP] ("Costume") Protection 3 (Extra: Invulnerable) [6PP] (armored) Enhanced TOU: +2 Invulnerable [2PPs] Shield 4 (Feats: Defensive Roll) [5PP] (Defensive Teleport) (Mutation) Teleportation 6 (600'/20 Miles)(Extras: Accurate, Feats: Change Direction, Change Velocity, Easy, Turnabout, Moving Feint)[23pp] (Mutation) DC Block ATTACK RANGE SAVE EFFECT Lance Touch DC26 Toughness Damage Teleport Touch DC19 Fort (Staged) Sickened, Nauseated, Helpless Totals: Abilities (22) + Combat (20) + Saving Throws (17) + Skills (13) + Feats (17) + Powers (51) - Drawbacks (0) = 140 Power Points
Bishop Posted September 22, 2011 Author Posted September 22, 2011 [floatr][/floatr] WORK IN PROGRESS Player Name: Bishop Character Name: Empress / "Dark" Empress (From Reverse-Earth) Power Level: (7 or 10) (105/105PP or 150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Mistress of Telekinesis Alternate Identity: Julia Kross Identity: Secret Birthplace: Philadelphia, PA Occupation: Student Affiliations: Freedom League (associate member) Family: Father Donovan Kross (Bishop) Description: Age: 18 (DoB: Year [Optionally, Day & Month]) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Height: Weight: Eyes: Hair: (Describe what they look like!) Power Descriptions: (Describe what their powers look like, if applicable) History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Name: [Description] Example: Secret: Identity. Abilities: 0 + 2 + 2 + 4 + 2 + 4 = 14PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 4 + 16 = 20PP Initiative: +1 Attack: +2 Melee (+2 Base), +2 Ranged (+2 Base) Grapple: +1 Defense: +10 (+8 Base, +2 Shield), +4 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+1 Con, +9 Personal Telekinetic Field) Fortitude: +0 (+1 Con, +0) Reflex: +0 (+1 Dex, +0) Will: +0 (+1 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery (would be used for someone with 5 ranks in the skill and a +0 Int modifier) Knowledge (Technology) 8 (+10)Second Chance (would be used for someone with 8 ranks in the skill and a +2 Int modifier) Languages 2 (English, French [Native], German) (would be used for someone who speaks those three languages, but learned French first) Notice 5 (+4) (would be used for someone with 5 ranks in the skill and a -1 Wis modifier) Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Name (power breakdown, if applicable) [XEP] Example: Gas Mask [1EP] Sword (Damage 3 [Feats]) [5EP] Undercover Vest (Protection 3 [Feats]) [4EP] Please note that the Equipment quoteblock is only applicable if your character has the Equipment feat. Powers: 0 + 0 + 0 = 0PP Telekinesis 20 (40pt Array, Flaws: Duration [Concentration] Feats: Alternative Power 3, Subtle 2, Precise)[26PP] Base Power: Move Object 10 (Heavy Lift 12.8 tons) (Extras: Range [Perception], Damaging) [40PP] (If she can see it, she can move it or crush it) Alternative Power: Create Object 9 (Extras: Impervious, Movable, Feats: Selective) [37PP] ("Telekinetic Force Fields") Alternative Power: Move Object 10 (Heavy Lift 12.8 tons)(Extras: Area [burst 50' radius], Damaging, Selective Attack, Flaws: Range [Touch]) [40PP] She can move and control several things at once within a 50' radius of herself) Alternative Power: Move Object 13 (Heavy Lift 25.6 tons)(Extras: Range [Perception]) [39PP](If she just focuses on moving something, rather than crushing it, she can lift much more weight) Personal Telekinetic Field 9 (18pt Container) [18PP] (Mutation) Protection 5 [5PP] Shield 2 (Feat: Defensive Roll 2) [4PP] Flight 4 [8PP] Drawbacks: (-0) + (-0) = -0PP Drawback (Description, Frequency: [uncommon, Common, or Very Common], Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.) DC Block (see below) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
Bishop Posted November 15, 2011 Author Posted November 15, 2011 I'm working on a new PL 10 character. I decided that, though I want to go the "nature" rout, I want someone who does more busting of heads than being all mystic-y and spiritual. I'm going to work on my first draft, so it will be a work-in-progress for a while. GRAY WOLF Player Name: Bishop Character Name: Gray Wolf Power Level: 10 (150/150PP) Trade-Offs: +3 Attack / -3 Damage, +1 Attack / -1 Damage with Staff, +3 Defense / -3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Fantasy Ranger / Martial Artist with a touch of Shaman Mystic. Alternate Identity: Jason Craig Identity: Secret Birthplace: Jordan, Montana Occupation: Reporter / Content Provider Affiliations: None Family: Parents and siblings in Montana Description: Age: 34 (DoB: 1977) Gender: Male Ethnicity: Caucasian Height: 6' 0" Weight: 205 lbs Eyes: Brown Hair: Brown Jason is about 6’ tall and athletically built. His long, dark brown hair is usually pulled back into a ponytail. When loose, it looks shaggy and uneven like he hacked it with a knife instead of going to a barber. His skin is tanned and roughly weathered as if he had spent most of his life outdoors. The Gray Wolf costume consists of dark gray combat fatigues, worn and frayed, with a roughly made gray wool matchcoat. The matchcoat is closed at the neck with a wolf-head insignia. A dark gray cloth conceals the bottom half of his face. He usually carries what seems to be a light wooden baton in his hand. In his civilian identity, he dresses like a country boy: flannel shirts, worn jeans and boots. He carries a canvas messenger bag with his laptop and camera, and keeps a large Leatherman multi-tool in a sheath on his belt. He shops for clothes almost exclusively at Salvation Army and it shows. Power Descriptions: The staff he carries crackles with elemental energy when desired, usually electricity or fire, and frequently grows and shrinks during a battle depending on how he wants to use it. While he can cast magic, his spells tend to be utilitarian and subtle. His magic has a nature / primitive theme to it. History: All of his life, Jason was more comfortable with animals, particularly dogs, than with people. After high school, he tried a few different career paths that were animal related, but he couldn’t stand them. The zoo was depressing. The animal shelter was horrifying. And while he quickly developed a reputation as an amazing dog trainer, he rankled at turning the dogs back over to their ignorant owners. Soon, though, he discovered he could make money at his one true love: hunting. He became a hunting guide and contracted his services with a number of large hunting clubs. Sometimes the clients rubbed him the wrong way with their overblown sense of entitlement and general ignorance, but dealing with the occasional blowhard client was well worth the price. The stories passed around the hunting clubs was that Jason could go into the woods with nothing but a knife and return the next morning with a 10-point buck over his shoulders… not that any of them actually believed it. One day, five years ago, Jason struck out to the North. He chalked it up to wanderlust, which he did get from time to time, but he knew this time was different. It was an almost irresistible call. His 15-year-old Ford pickup truck broke down about eight miles from the Canadian border. He set out on foot, hitchhiking. He gave up on that after the third vehicle that picked him up developed engine trouble and had to stop. He continued North on foot, though he knew he should probably turn back. He didn’t have a rational reason to continue, but he knew there was Something out there -- something calling to him. For weeks he continued on foot, enduring tremendous hardships to cross into a harshly cold and mountainous land. As he drew close to what he instinctively knew was his destination, the trees became larger, the temperature milder, and everything around him seemed to team and thrive with life and vitality. Deep in this strange, dark forest, he cautiously approached the largest tree he had ever seen. Sitting calmly at the foot of the tree was a huge gray wolf, but Jason felt no fear. He felt as if he had come home. It did not even shock him when the wolf began to speak to him. “My child. You have found your way to us. It makes an old wolf proud,†the wolf said with what seemed to be a grin. Jason sat and listened as the old wolf explained to him his legacy. Jason had been born with a primal spirit – a primeval “animal†spirit that gave him a connection to the chaotic sources of energy that brought life to the world. Occasionally, humans were born with such spirits which often became corrupted and twisted. Those so cursed became the wost of human and beast: lycanthropes. Jason's journey to this place was a test. If his spirit had shown corruption under the stress of his hardships, he would have been destroyed. But Jason was one of the rare humans whose primal spirit remained True. He was born to be a protector of life against Corruption. Jason trained with the ancient Wolf for five years, learning the secrets of the primordial forces and how to call upon them for aid. When he was ready, Jason emerged from the wilderness and set upon his greatest hunt of all. He took on the name of his guiding spirit: the Gray Wolf. He wore the mantle of a hunter and carried a staff made from a splinter of the Tree of Life itself. He could smell the stink of Corruption, and as he followed the scent, he finally arrived at the strongest source he had encountered yet: the smell covered Freedom City like a blanket of fog. The Gray Wolf had found his hunting grounds. Personality & Motivation: Jason tends to come across as a simple country hick or, to those who know him a bit better, as a "noble savage." He approcahes others with a friendly, down home manner. He tends to speak simply and to the point with guilelessness and a warm smile. He has his own code of behavior that puts a premium on personal freedom, loyalty, honesty, and fairness. He sticks to his code rigourously to the point he sometimes comes across as gullible or naive. Jason tends to rely on intuition and instinct rather than careful thought and logic. He is adventuresome and loves nothing more than "the thrill of the hunt." His pleasures are simple ones which he relishes with gusto. He is very pragmatic, but also insatiably curious. Jason is very loyal and deeply caring about others, but also fiercely independant. He is introverted, but not shy, needing lots of alone time. He is, after all, accustomed to wandering the wilderness without seeing another human for months, even years, at a time. Powers & Tactics: Fundamentally, Gray Wolf is a martial artist. He attacks at melee range using finesse over brute force. However, his style is more based on raw instinct than technical training. He has no knowledge of fancy holds, throws, or pressure points. He possesses a “primal spirit†which enhances his vitality, gives him the senses of a predatory animal, and allows him to tap into “primal magic.†He is also a skilled tracker. His skill at tracking is so amazing, it seems psychic the way he can tell the story of what happened in a place from trace clues. His primary weapon is a staff “made from a splinter of the Tree of Life.†It responds to his mental commands to become any shape or hardness needed. It can grow from the size of a small stick to a long staff. It can be used as a billy club, quarter staff, vaulting pole, or can shoot vines to manipulate objects or serve as swing lines. The staff is not critical to him in combat, and he fights almost as well unarmed. What it gives him is extra maneuverability, flexibility, and reach, as well as the ability to take on targets with certain specific weaknesses. Gray Wolf has also mastered a small degree of “primal magic.†In combat, it is usually used to augment his fighting ability. Complications: Secret Identity: Jason works as a freelance contributor for the Freedom Ledger Online. He barely knows how to use a computer and doesn’t write too well, but is known for his “refreshingly unique perspective†and a talent for digging up good stories and content. Because of his lack of solid experience and skill, he is not a regular employee but paid pretty well for piecework. Struggling: Jason doesn't make much money as a new media reporter. However, he has a very simple lifestyle. Country Boy: Jason grew up in a small town, spent his adult life predominately in very remote hunting camps, and the last five years completely cut off from civilization. He sometimes comes across as a rural hick, and is clueless about popular culture. The Smelly, Noisy City: Though he spends most of his time in the city these days, he sometimes suffers from sensory overload due to his enhanced senses. The smells, sounds, and flashy lights are confusing to his strongly animalistic nature, causing him to be on edge when exposed to it for too long. Duty to the Old Wolf: Jason feels an obligation to the ancient wolf who taught him. Jason would likely perform any task put to him by his teacher. Duty to Defend Against Corruption: Jason sees it as his primary mission in life to hunt and destroy “corruption†of the Primal Force, and to defend the world against it. “Corruption,†in this sense, is anything that perverts life energy, “primal†energy, or unleashes it in an unbalanced and destructive way. This includes certain kinds of werewolves, vampires, undead, and out-of-control elementals. Abilities: 6 + 8 + 10 + 2 + 4 + 2 = 32PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 16 + 16 = 32PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +11 Melee, +8 Ranged Grapple: +14 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -2 Saving Throws: 5 + 6 + 6 = 17PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +10 (+5 Con, +0) Reflex: +10 (+4 Dex, +0) Will: +8 (+2 Wis, +0) Skills: 84R = 21PP Acrobatics 11 (+15) Climb 2 (+5) Handle Animal 9 (+10) Intimidate 4 (+6) Knowledge - Arcane 3 (+4) Notice 15 (+17) Search 10 (+11) / +15 Sense Motive 14 (+16) Stealth 8 (+12) Survival 8 (+10) Feats: 19PP Animal Empathy Acrobatic Bluff Attack Focus 3(Melee) Attack Specialization (Unarmed) Dodge 5 Endurance Fast Acrobatic Bluff Improved Initiative Power Attack Skill Mastery (Acrobatics, Handle Animal, Intimidate, Notice) Stunning Attack Tracking Uncanny Dodge Powers: 10 + 12 + 4+ 2 = 28PP Device 3 (Feats: Restricted - Primal Magic Users, Flaws: Easy to Lose) [10PP] Splinter of the Tree of Life (14 point container) Feature 1 (can change size and shape) [1PP] Feat: Defensive Roll [1PP] Array 5 (10 point array) (Extras: Alternate Power 2) [12PP] Base Power: Damage 2 (Extras: Penetrating 2, Feats: Affects Insubstantial 2, Mighty, Extended Reach, Variable Descriptor 2 [primal energies: fire, light, cold, electricity]) [10pp] Alternate Power: Move Object 5 (25 strength)(Extras: Damaging, Flaws: Limited Direction [can only push or pull]) [10pp] Alternate Power: Super-Movement 1 (Swinging) + Speed 2 (25 MPH) + Flight 1 (10 MPH) (Flaw: only up and down from attachment point) + Leaping 3 (x10 Leaping distance = 130' running long jump, 65' standing long jump, 32.5' verticle jump) Wolf Talisman (1 point container) Feat: Quick Change [1PP] Magic 4(Primal Magic) (Extras: Alternate Power 4) [12PP] Base Power: Enhanced Strength 4 (Strength of the Bear) Alternate Power: Concealment 2 (All Smell) + Concealment 4 (All Vision, Flaws: Blending) (Mantle of the Hunter) Alternate Power: Intimidate +8 + Fearsome Presense 6 (Eyes of the Predator) Alternate Power: Summon 2 (Extras: any animals, Feats: Communication, Progression: 2 animals) (Call the Beasts) Alternate Power: Regeneration 8 (Bruised: standard action, Staggered: one round, Injured: 5 minutes) (Life Spark) Super-Senses 4 (Predator's Senses) (Low light vision, Scent, Tracking Scent, Danger Sense [hearing]) [4PP] Super-Senses 4 (Postcognition) (Uncanny Tracking Skill) (Flaw: 'visions' must be deducable from available clues, though can be amazing detail. e.g.: Aragorn, Sherlock Holmes, Monk) [2 PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Staff Touch DC24 Toughness (Staged) Damage (Physical) Stunning Touch DC19 Fortitude (Staged) Daze, Stun, K.O Totals: Abilities (32) + Combat (32) + Saving Throws (17) + Skills (21) + Feats (19) + Powers (28) - Drawbacks (0) = 149/150 Power Points
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