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Airon's notes & ideas


Airon

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Here's my scratchpad: character ideas, random builds, HeroMachine tinkerings.

Feedback and comments are very, very welcome.

Character Ideas

G-Stunt (PL 7) - Vigilante in control of his personal gravity

Arug (PL 7) - Heroic flying carpet

Lieutnant Lucilla (PL 10) - Shell-shocked Iron Age fairy

Freedom City Builds

Basil Faulks (PL 6) - Claremont's janitor extraordinaire.

PKNA Builds

Intro

Paperinik (PL 10) - Fowly Cowl! With Gyro's Gadgets!

Xadhoom (PL 12) - Nuclear energy controller with a big brain and a bigger thirst for revenge

Urk (PL 10) - Barbarian with tech - the finest hunter from a different timeline

Evronian soldier (PL 5) - Dumb alien mook armed with advanced technology

The Raider (PL 11) - Big and tough chrono-pirate

Trauma (PL 14) - Alien, mutant, psychic, fear-inducing powerhouse!

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Player Name: Airon

Character Name: G-Stunt

Power Level: 7 (105/105PP)

Trade-Offs: +1 Attack/-1 Damage (staff), +3 Attack/-3 Damage (boomerang), +2 Defense/-2 Toughness

Unspent Power Points:

Progress To Bronze Status: 0/30

In Brief: B-movie stuntman with a clumsy control over his own gravity pull and a couple of martial arts tricks

Alternate Identity: Stuart Allen

Identity: Secret

Birthplace: Sacramento, CA

Occupation: Sports store clerk, stuntman (former)

Affiliations:

Family: Howard, father; Gina, mother; April, little sister

Description:

Age: 28 (DoB:November 30, 1982)

Apparent Age: mid-twenties

Gender: Male

Ethnicity: Caucasian

Height: 6’

Weight: 176 lbs

Eyes: blue

Hair: brown

Stuart is a very athletic man in his late twenties. He trains at least one hour every day in martial arts and acrobatics, and has lean muscles and graceful movements; arms and chest bear a half-dozen of tiny scars from his life of stunts; he keeps his brown hair in a buzz cut and has dark blue eyes; he is far-sighted and has to wear contact lenses.

His super-hero suit is a prop costume he stole from the set of a crappy action B-movie. It’s a full body suit of a mimetic dark grey; upon the chest Stuart badly sewed his colorful logo. To complete the costume, he added boots, gloves, kneepads and elbowpads. He carries his weapons on the belt.

Power Descriptions:

Stuart has control over the direction the gravitational pull – but limited to his own person. He can basically decide which direction to “fallâ€. He can set the pull perpendicular to the ground to walk on a wall, or set it opposite to the ground to fall upwards at terminal velocity. It’s still pretty clumsy in the use of this power: more than once he calculated badly the direction of the fall and ended up banging his head on the ceiling or, even worse, flung recklessly for a couple of blocks until he hit a building. His training as an stuntman expert in falls is probably the only reason he didn’t broke several bones using his powers.

He also carries tricked-out weapons, usually a three-section staff and a boomerang.

History

Stuart grew up dreaming of being an action hero on Hollywood. He was lucky enough to be born in a family where he could afford to train in martial arts, stage combat, acrobatics and stuntman tricks. At 20 he moved to Hollywood: the plan was starting off as a stunt-man, taking acting lessons and move up into being the next Sylvester Stallone or Jet Li, but his luck never really struck. He did stunts in a bunch of terrible action B-movies and cable shows, all easily forgotten by public and industry alike. An occasion arose for him in Freedom City, when his agent got him a role as chief henchman in Deadly Assault III, a tired sequel of a once very popular action movie franchise from New Horizon Media. The movie was a disaster, killing the Deadly Assault franchise, and Stuart’s acting performance was probably the worst part of the whole mess. Stuart was losing his career – he mostly worked as a bouncer at nightclubs, drinking heavily and hoping to meet a producer or a director.

He got another chance when Lewis McManara, of Olympic Broadcast Network, agreed to hire him as stunt-man in a new superhero-themed TV show. There he met Anna, a young starlet wannabe who was scripted in a small but significant role after years of being just a glorified fanservice extra. Stuart and Anna hit it off – mostly bonding over a similar experience as struggling actors. For a couple of months all seemed well, but then he caught her cheating on him with a producer. Between the betrayal and the pressure of the show, he started committing errors, dangerous errors, and was fired from the series around the third episode. But that still wasn’t rock bottom for him. In an attempt to get revenge, he leaked photos of Anna on paparazzi media, leading to the producers killing off her character in an attempt to distance themselves from her. This lead to a huge guilt trip form Stuart who started drinking again.

But OBN is secretly owned by the Labyrinth. With his highly trained physique, a mind made weaker by depression and alcohol, and nothing to lose, Stuart was a perfect candidate to lure into taking the DNAscent treatment.

He was brought in with promises of augmenting his agility and strength, to become the best action hero America had ever known; of course, the plan was for Stuart to become a brainwashed augmented bodyguard for some media tycoon – but something went wrong. His flying ability was so clumsy to be almost useless, and in interfered with the physique augmentation leading to his body rejecting the enhancing drugs. When Stuart realized he was a failed experiment and would have probably be brainwashed and used a guinea pig for further experiments, he escaped from the Labyrinth facility.

This experience and this powers opened his eyes; now he doesn’t dream of playing an action hero: he is one. He got a job as a clerk in a large store of sports and martial arts equipment at the Millenium Mall, found a small apartment in Riverside he shares with Ruben Aguirre, a Mexican-born accountant about his age. He made himself a costume, and now acts as a crime-fighter, trying to understand better his power and working on his martial arts skills.

Personality & Motivation:

Stuart hit rock bottom and is only happy to have a chance to rise again. After leading a basically egoistical life that culminated in a vengeful act out of spite, he feels obligated to lead a better life from now on. He swore off alcohol, and decided that the best cure against depression was to stop crime with a smile on his face. His acting is still terrible, and usually his puns aimed to distract or his intimidating speeches to the criminals fall sadly flat. He fares much better on the physical side. The desire for fame is still there, though: right now he has to lay low for fear of the DNAscent henchmen that still have unfinished business with him, but he dreams of eventually stopping a big super-criminal and rise up to fame.

Powers & Tactics:

G-Stunt operates as a standard crime-fighter, Spider-Man, Daredevil or Nightwing-style: using his powers to run on rooftops patrolling the city, he sneaks up on enemies and fight them with his weapons. He prefers to go toe to toe with the staff but if the threat is big he gets a position of advantage on a ceiling or on a high wall and blasts away with the boomerang.


Complications:

Struggling: the clerk job provides him with free energy bars, a bit of out of style clothes, and very little cash.

It’s not built for that: when he leaps and wall-walks, his body weight effectively pushes on the surface he’s on. While floors are designed to bear people, a drywall or a skylight ceiling can easily break under his weight.

Attention whore: while he keeps it sedated, his hunger for fame is still there. If the occasion arise, he may not be able to resist and expose himself when it should be wiser to lay low.

ABILITIES 6+8+6+2+4+4=30 pp

Strength 16 (+3)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

COMBAT 12+10=22 pp

Initiative +4

Attack +10 boomerang, +8 staff, +6 others

Grapple +9

Defense +9, +3 flat-footed (base 5, dodge focus 4)

Knockback -3

ST 4+3+4=11 pp

Toughness +5, +3 flat-footed (cos 3, defensive roll 2)

Fortitude +7 (+3 cos, +4)

Reflex +7 (+4 dex, +3)

Will +6 (+2 wis, +4)

SKILLS 52 ranks=13 pp

acrobatics 12 (+16) SM

bluff 2 (+4/+8 w/ Attractive)

escape artist 8 (+12)SM

know [current events] 6 (+7)

notice 7 (+9) SM

perform [acting] 2 (+4)

sense motive 7 (+9)

stealth 8 (+12) SM

FEATS 11 pp

Acrobatic bluff

Attack specialization [tricked stage weapons]

Attractive

Defensive roll

Dodge focus 4

Power attack

Skill mastery [acrobatics, notice, stealth, escape artist]

Uncanny dodge [hearing]

SUPERPOWERS 6+5+1+6=18 pp

Device 2 [10 pp of powers; tricked-out stage weapons; easy to lose] [6 pp]

Tricked out weapons Array 4.5 (9 pp of powers; PF: AP)

BP: Strike 3 (Extra: auto-fire; PF: extended reach, mighty, takedown attack) [three section staff]

AP:Blast 3 (PF: accurate, mighty 1, ricochet) [boomerang]

Personal gravity array 2 (4 pp of powers; PF: AP)

BP: Leaping 4 (x25; 81 feet high, 162 feet long, 325 feet long running)

AP: Flight 4 (Flaw: limited [falling – see below])

Falling: this flaw represents all the limitations of his power: he can’t control his speed, he is always at terminal velocity (roughly 125 mph, close to Flight 4); he can’t land properly, he must attempt an acrobatic crash-land (acrobatics check required for landing without damage); he can only make wide and very difficult parabolic curves if he wants to change direction, by switching mid-air his gravity pull; he can’t carry anything that weights more than himself (roughly his Medium Load (153 lbs) since he already has several pounds of equipment on him) because otherwise his Load works as an anchor.

If it’s preferable that I divide this flaw into four separate 1-point drawbacks, let me know.

The Leaping represents the fact that for small-scale flights he learned how to change his gravity pull at the right moment, so to land smoothly.

Speed 1 [1 pp] [by slightly tilting his gravity axis, he can make it so that he is always running downhill]

Super-Movement 3 (Wall-Crawling 3) [6 pp] [by directing his gravity pull towards walls or ceilings, he can use them as a floor]

ATTACK      RANGE     SAVE                        EFFECT

Unarmed      Touch     DC 18 Toug (Staged)     Damage (Physical)

Staff        Touch     DC 21 Toug (Staged)     Damage (Physical)             

Boomerang    Ranged    DC 19 Toug (Staged)     Damage (Physical) 

Abilities (30) + Combat (22) + Saves (11) + Skills (13) + Feats (11) + Powers (18) = 105 Power Points

here's the draft for my PL 7 slot.

The power is kinda weird and Idon't know if I built it well - feedback is very welcome.

Also, is the costume acceptable? Despite the apparence, he rally has NOTHING to do with a military type. I think it can fit, but let me know.

stunt.png

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I see where you're going with this, but it reads as too granular for the system, really. M&M is effects based, and while you could certainly flavour flying as 'falling up', actually trying to treat it as falling mechanically is asking for a headache. A character who makes up for a lack of power control with other skills is suitable for a PL7, but I'd suggest heading back to the drawing board for how to represent that on his sheet. You might even leave it to Leaping altogether.

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Thank you for the imput! I already submitted this sheet to the bank, but I put the flawed flight as AP of leaping instead of the other way around - to emphasize the fact that using that power is uncommon - it may even become just a power stunt. When I came up with the idea I spent weeks on the ATT but nobody was able to come up with something better. I actually imagined some situations were mere Leaping just ain't gonna cut it; I need a risky Flight for the concept to make sense.

But I can probably put the flawed Flight as a power stunt if it makes REFs more comfortable. I don't plan to use it much until I buy off the drawbacks anyway... not only it's a potential headache, it's very dangerous for the character!

Note that since this boards don't allow Acrobatics Check Required as a flaw, I put it as a drawback and added drawbacks from Ultimate Power... I didn't make up any of the DB.

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  • 4 months later...

Paperinik New Adventures

Introduction (more on TvTropes and Wikipedia)

PK%20comb%20con%20evron2!.gif

In 1966 Italian readers started asking the Disney Comics publishers to give Donald a break. It was fun and all to see him lose all the time, but could he win once, just once?

Borrowing the idea from Marvel’s superheroes with superproblems and from pulp icons (like Diabolik, Arsène Lupin, Fantômas and The Shadow), they gave Donald a costumed alter-ego, following Uncle Scrooge’s purchase of a gentleman thief’s mansion and Donald stumbling upon his hidden tricks.

Initially Paperinik had a mischievous phase, as his goal was mostly avenging the wrongs his unlucky alter-ego suffered. Soon enough though he became a silly small-time superhero, his limited skills improved by the gadgets built by Gyro Gearloose. This lead to many fun adventures and many, many unsuccessful spin-offs.

In 1996 Paperinik was re-tooled and PKNA was launched, outright stealing the American Superhero comic book format made of strong continuity between issues, a cast of recurring villains and allies, and several overarching plot arcs. PK became a true super-hero, with higher stakes and slightly grittier action; the new format provided his alter ego with advanced technological AI, cosmic mutants and time-traveling robbers – but at the core of the book was still the unlucky and sarcastic Donald.

A wonderful series was born.

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Character Name: Paperinik [floatr]scudopk.gif[/floatr]

Power Level: 10 (150/150PP)

Trade-Offs: +2 Def / -2 Tou; -1 Atk / +1 Dmg

ABILITIES 4+6+8+2+4+4=28 pp

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

COMBAT 14+12=26 pp

Initiative: +7

Attack: +7 Ranged, +7 Melee, +9 Extransformer Shield (+7 base)

Grapple: +9

Defense: +12 (+6 Base, +6 shield), +3 Flat-Footed

Knockback: -4

SAVES 6+5+2=13 pp

Toughness +8 (+4 con, +2 defensive roll, +2 costume)

Will +8 (+2 wis, +6)

Reflex +8 (+3 dex, +5)

Fortitude +6 (+4 cos, +2)

SKILLS 104 ranks = 26 pp

acrobatics 6 (+9)

bluff 8 (+10)

concentration 7 (+9)

diplomacy 6 (+8)

disable device 4 (+5)

disguise 6 (+8)

drive 5 (+8)

escape artist 5 (+8)

intimidate 6 (+8)

investigate 6 (+7)

know [streetwise] 4 (+5)

know [pop culture] 4 (+5)

know [current events] 4 (+5)

notice 7 (+9)

search 7 (+8)

sense motive 8 (+10)

sleight of hand 5 (+8)

stealth 7 (+10)

FEATS 9 pp

Beginner’s luck

Defensive roll

Improved initiative

Equipment 2

Move-by action

Sneak attack

Taunt

Ultimate Will Save

EQUIPMENT 10 ep

PK Costume (protection 2) 2 ep

Spring-heeled boots (leaping 2, super-movement 1 [slow fall]) 4 ep

Binoculars

Night vision goggles

Gas mask

Police radio scanner

SUPERPOWERS 20 + 28 = 48 pp

Gadgets 4 (Easy to lose; Flaw: unreliable [only 5 uses a day]) [20 pp]

sample UNO/Ducklair gadgets

EMP Grenade

Drain Toughness 12 (Extra: Affects Objects, Area; Flaw: Limited 2 [Electronics]) LINKED Damage 12 (Extra: Area; Flaw: Limited 2 [Electronics]) {18/20}

Survival costume

Immunity 9 [life support]

Concealment 10 [all senses] (Flaw: Passive; PF: Close range) {20/20}

sample Gyro Gearloose gadgets

Spring-powered boxing glove

Strike 6 (PF: extended reach 2, triggered) {9/10}

Perfect rubber masks

Morph 5 [any antropomorphized animal] {10/10}

Memory-altering candy

Mental transform 5 [2 pp/rank; erase memories] (Extra: continuos; Flaw: Touch){10/10}

Device 9 (Extransformer shield, 6+5+6+1+27=45 pp of powers; easy to lose; PF: subtle [transformable]) [28 pp]

Shield 6

Super-senses 5 (communication link with UNO; radio sense, accurate; uncanny dodge)

Flight 3

Enhanced feat 1 [evasion]

Ducklair technoweapons array 12 (PF: Accurate, AP x 2)

BP: Blast 9 (PF: homing, improved critical, knockback, precise, ricochet, split attack) {24/24} (remotely guided rocket-punch)

AP: Paralyze 8 (Extra: ranged) {24/24} (bradionic time-suspender)

AP: Corrosion 12 (Flaw: limited to objects; PF: extended reach 4, precise) {23/24} (laser cutter)

Abilities (28) + Combat (26) + Saving Throws (13) + Skills (26) + Feats (9) + Powers (48) - Disadvantages (0) = 150 PP


Here’s our main hero PK, Paperinik (or Superduck, or Duck Avenger, depending on the translation). After years of vigilantism with the trinkets built by Gyro Gearloose, he becomes a full-fledged superhero with the technological aid of UNO, a Hypercompetent Sidekick AI that gives him advice and the electronic marvels built by his own creator, Everett Ducklair.

Take away his Shield and two ranks of Gadgets, and PK is back to his origins: a low-level (roughly PL 7) Cowl, broadly skilled and very mobile, but lacking raw punching power outside of his silly gadgets.

A lot of his skills are at +9 or +8: that’s because Donald has to put effort in what he does to succeed, if he tries to take 10 and relaxes, bad luck hits and he fails.

With the improved Gadgets and the Extransformer Shield, he has a lot of technobabbly options and powerful attacks. This build represents PK on a mission somewhere else than Duckburg: in his native city, he can count on a massive Headquarters (the Ducklair tower), controlled by UNO, and several hi-tech vehicles, from cars to spaceships.

None of his incarnations has the knowledge to create his own gadgets – if by any reasons he is without tech support, only his wits can save him. Also, PK gets his fair share of disarming, so even his shield is Easy to Lose.

While very prone to Power Stunting, he has no Luck: he’s Donald! He also maintains the “jack of all trades, master of none†skillset of his low-level self, but with Beginner’s Luck he can get very high rolls. Thankfully he has a lot of Complications for getting HP!

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  • 2 weeks later...

Character Name: Xadhoom [floatr]xadhoo2.gif[/floatr]

Power Level: 12 (180/180PP)

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

ABILITIES 4+8+8+10+2+0=32 pp

Strength 14 (+2)

Dexterity 18 (+4)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 12 (+1)

Charisma 10 (+0)

COMBAT 12+12=24 pp

Initiative: +4

Attack: +6 Ranged, +6 Melee, +10 Thermo-Nuclear energy (+6 base)

Grapple: +8

Defense: +10 (+6 Base, +4 dodge focus), +3 Flat-Footed

Knockback: -7 / -12 vs energy

SAVES 10+5+4=19 pp

Toughness +14 (+4 con, +10 force field)

Will +11 (+1 wis, +10)

Reflex +9 (+4 dex, +5)

Fortitude +8 (+4 cos, +4)

SKILLS 80 ranks = 20 pp

computers 5 (+10)

craft [chemical] 5 (+10)

craft [electronic] 5 (+10)

intimidate 14 (+14)

know [physical sciences] 10 (+15)

know [life sciences] 7 (+12)

know [technology] 7 (+12)

know [current events] 5 (+10)

language 2 (Xerbian [native], English, Evronian)

notice 9 (+10)

pilot 1 (+5)

search 5 (+10)

sense motive 5 (+6)

FEATS 10 pp

All-out attack

Attack specialization 2 [thermo-nuclear energy]

Dodge focus 4

Inventor

Power attack

Startle

SUPERPOWERS 11 + 15 + 11 + 5 + 33 = 75 pp

Immunity 11 [life support, starvation, sleep]

Force field 10 (Limited Extra: impervious vs energy)

Flight 5

Space travel 1

Super-senses 5 [visual detect radiation; visual detect Evronians, tracking]

Thermo-Nuclear energy array 15 (PF: AP x 3) [33 pp]

BP: Blast 14 (PF: improved critical, variable descriptor [any thermo-nuclear]) {30/30}

AP: Damage 12 (Extra: Area; PF: progression 2, knockback 2, variable descriptor [any thermo-nuclear]) {29/30}

AP: Corrosion 10 {30/30}

AP: Insubstantial 3 + Drain 7 [any one energy, 2 pp/rank] (PF: reversible) {30/30}

Abilities (32) + Combat (24) + Saving Throws (19) + Skills (20) + Feats (10) + Powers (75) - Disadvantages (0) = 180 PP


Besides UNO, Paperinik’s first ally against the Evronians is Xadhoom, only survivor (or is she?) of the Xerbian alien race. She was once Xado, one of the leading scientists on her planet Xerba when the Evronians came, tricking the peaceful Xerbians into greeting them as allies. Xado was too absorbed on her research to see the menace.

While she was away in her space lab to perform an experiment on herself to gain control over the energy of a star, the Evronians showed their true color and destroyed her people. She came back to find only ashes. Devastated, but armed with enormous power after the success of her experiment, she chose the name Xadhoom (creditor) and swore vengeance against the Evronians. Unlike PK, she doesn’t care much for collateral damage and is not above taking an enemy’s life (expecially if they're from Evron). She is fueled by a powerful hatred and desire for revenge as much as thermonuclear reactions. Her character arc is easily one the best things of the series and the ending is incredibly satisfying and poignant.

Xadhoom powers are constantly evolving during the series: this represents her quite early. She has the skills and smarts of a former world-renown scientist, and the powers of a dangerous energy controller. She has a lot of survivor’s guilt and an evident desire for self-destruction (well, mutual destruction with the Evronians): she is very prone to go All-Out Power attack.

A huge Complication of hers is that the desire for vengeance stops her from seeing any solution that is not “blast them to bitsâ€: it takes a lot of reasoning on Donald’s behalf to calm her down and make her use her brains.

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Character Name: Evronian soldier [floatr]0-00%2BCover.jpg[/floatr]

Power Level: 5 (67/75 PP)

Trade-Offs: none

ABILITIES 6+6+6-2+2-4=14 pp

Strength 16 (+3)

Dexterity 16 (+3)

Constitution 16 (+3)

Intelligence 8 (-1)

Wisdom 12 (+1)

Charisma 6 (-2)

COMBAT 10+10=20 pp

Initiative: +3

Attack: +5 Ranged, +5 Melee (+5 base)

Grapple: +8

Defense: +5 (+5 Base) +3 Flat-Footed

Knockback: -3

SAVES 1+1+1=3 pp

Toughness +5 (+3 con, +2 protection)

Will +1 (+1 wis, +1)

Reflex +4 (+3 dex, +1)

Fortitude +4 (+3 cos, +1)

SKILLS 32 ranks = 8 pp

intimidate 6 (+4)

know [technology] 6 (+5)

notice 5 (+6)

pilot 3 (+6)

search 7 (+6)

survival 5 (+6)

FEATS 1 pp

Teamwork

SUPERPOWERS 5 + 4 + 12 = 21 pp

Protection 2

Super-senses 3 [infravision; visual Detect energy]

Device 1 (hoverboard, hard to lose)

Flight 3 (Flaw: Platform)

Super-senses 2 [add tracking 2 to Detect]

Device 4 (evro-gun, easy to lose)

Evrogun array 8 (PF: AP x 4)

BP: Drain 4 [all ability scores, 3pp/rank] (Extra: ranged; Drawback: only mental ability scores; PF: reversible) {16/16}

AP: Mind control 5 (Extra: Sustained, Effortless; Flaw: ranged; Drawback: noticeable) {14/16}

AP: Stun 5 (Extra: ranged; PF: reversible) {16/16}

AP: Blast 5 (PF: variable descriptor [any electromagnetic]) {11/16}

AP: Blast 5 (Flaw: limited to objects) LINKED Drain Toughness 5 (Extra: ranged, affects objects; Flaw: limited to objects) {15/16}

Abilities (14) + Combat (20) + Saving Throws (3) + Skills (8) + Feats (1) + Powers (21) - Disadvantages (0) = 67 PP


This is a build for a basic Evronian soldier, the first, most common and most expendable PK foe. The series goes to a great length to describe their society as somewhat insect-like, born from spores and divided into strict castes once they get to maturity: only the generals and chief scientists have fully developed brains, the others are grunts barely better than mindless drones, living only as a tool for the Empire of Evron.

Usually they are guided by a smarter member of the intermediate caste. They possess little free will and even less intelligence – they are your basic stupid mooks to be mocked by PK and mowed down by Xadhoom.

While dumb, they have been educated by an advanced militaristic society, so they know a bit about tech and warfare. They are tough and armed with futuristic technology. Their signature weapon, the Evro-gun, has been shown doing a ton of different stuff: mostly used to suck emotions and free will out of their targets, but just as well as a standard blaster.

They usually have plot-related Equipment with them - that's what the unspent points are for.

During most of the series, these guys are a threat only when there’s an army of them surrounding PK; but you can see how the common military (and the old PL 7 Paperinik in the first issue) could have problems against a decent group of them.

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Character Name: the Raider [floatr]truelife02-01.jpg[/floatr]

Power Level: 11 (165/165 PP)

Trade-Offs: -2 Def / +2 Tou; -3 Atk / +3 Dmg

ABILITIES 8+2+10+4+6+2=32 pp

Strength 30/18 (+10/+4)

Dexterity 12 (+1)

Constitution 20 (+5)

Intelligence 14 (+4)

Wisdom 16 (+3)

Charisma 12 (+1)

COMBAT 16+12=28 pp

Initiative: +5

Attack: +8 Ranged, +8 Melee (+8 base)

Grapple: +12/+21

Defense: +9 (+6 Base, +3 dodge focus), +3 Flat-Footed

Knockback: -7

SAVES 6+5+5=16 pp

Toughness +13 (+5 con, +6 protection, +2 defensive roll)

Will +9 (+3 wis, +6)

Reflex +6 (+1 dex, +5)

Fortitude +10 (+5 cos, +5)

SKILLS 104/104 ranks = 26 pp

bluff 5 (+6)

computers 6 (+8)

craft [mechanical] 8 (+10)*

disable device 8 (+10)*

disguise 7 (+8)

escape artist 7 (+8)

intimidate 10 (+11)*

know [technology] 8 (+10)

know [history] 8 (+10)

know [current events] 8 (+10)

notice 8 (+11)

search 8 (+10)*

sense motive 4 (+7)

stealth 9 (+10)

FEATS 8 pp

All-out attack

Equipment 3

Skill mastery [craft, disable device, search, intimidate]

Takedown attack 2

Startle

EQUIPMENT

- 15 ep of plot-related equipment

SUPERPOWERS 3 + 20 + 32 = 55 pp

Super-senses 3 [time sense; direction sense; extended vision]

Device 5 (energy-projecting gauntlets, 25 pp of powers; hard to lose)

Damage 11 (Extra: area [line]; PF: progression [area], AP x 2) {23/23}

AP: Enhanced strength 12 + Strike 4 (PF: mighty) + Super-strength 3 {23/23}

AP: Create Objects 10 (Extra: Impervious; Flaw: Touch range; PF: selective, stationary, tether) {23/23}

Device 8 (chrono-sail harness, 40 pp of powers; hard to lose)

Protection 6

Flight 4

Chrono-sailing array 7 (PF: AP x 3)

BP: Teleport 5 (PF: progression 4) {14/14} [choosing a different path]

AP: Super-movement 3 [temporal movement 3] (PF: progression 4) {10/14}

AP: Quickness 6 {6/14} [all the time in the world]

AP: ESP 5 (Flaw: Feedback; Drawback: noticeable [he's there]) {14/14} [he’s there too, in another timeline]

Enhanced feats 9 (defensive roll, dodge focus 3, eidetic memory, evasion, hide in plain sight,

second chance 2 [TOU saves, disable device]) [choosing the most favourable timeline]

Abilities (32) + Combat (28) + Saving Throws (16) + Skills (26) + Feats (8) + Powers (55) - Disadvantages (0) = 165 PP


Here’s the Raider (Il Razziatore), the second most prominent bad guy after the Evronian army and probably the most developed individual villain. He’s an imposing hawk towering over Donald both in height and physical power, with cybernetic implants and wearing a chronosail as a cape. He’s a chrono-pirate from the 23rd Century, wanted by the Time Police: he likes to go around in the past and steal from people who cannot oppose his futuristic gadgets. He is later revealed to have a sense of honor and to be able to compromise, despite his brutish appearance. He incarnates beautifully that quality that PK villains have: being able to switch from hammy and laughable (oh the many puns about time) to a gritty and threatening foe.

He has the informed flaw of being dumb and uncultured, but that’s never evident from the stories, where he actually comes off as a capable techie and decent tactician – at most, he is sometimes too cocky to see a flaw in his plan.

As any character with unlimited access to Time Travel, the way he uses this ability are restricted by the plot to make him less than omnipotent: expect issues like “tachionic dead calm†for his chrono-sail not to work properly, or the Time Police showing up to scramble his signal. That’s just a Complication though: when it works, he can do all sorts of tricks with it, reappearing behind your back, re-live a situation several times to choose the perfect outcome, employ his knowledge of future events to choose the battlefield... and that’s before punching opponents into the ground with his advanced gauntlets!

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Character Name: Basil Faulks, janitor extraordinarie [floatr]5x19-Hover-Hoover.jpg[/floatr]

Power Level: 6 (90/90 PP)

Trade-Offs: none

I don't think you're stupid, ok? Your job requires a lot of know-how! - JD, "My Big Mouth"

ABILITIES 30 pp

Strength 16 (+3)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 10 (+0)

COMBAT 18 pp

Initiative: +3

Attack: +6 Ranged, +6 Melee (+6 base)

Grapple: +9

Defense: +6 (+3 Base, +3 dodge focus), +2 Flat-Footed

Knockback: -3

SAVES 6 pp

Toughness +6 (+4 con, +2 defensive roll)

Will +6 (+3 wis, +3)

Reflex +4 (+3 dex, +1)

Fortitude +6 (+4 cos, +2)

SKILLS 64/64= 16 pp

bluff 8 (+8)

craft [mechanical] 6 (+8/+10)*

craft [chemical] 3 (+5)

disable device 6 (+8/+10)*

handle animal 6 (+6)

intimidate 6 (+6)

knowledge [technology] 3 (+5)

knowledge [arcane lore] 3 (+5)

notice 7 (+10)*

search 6 (+8)

sense motive 4 (+7)

stealth 7 (+10)*

FEATS 15 pp

Blind-fight

Benefit 1 [a key for everything!]

Defensive roll

Dodge focus 3

Equipment

Improvised tools

Improvised weapons

Inventor

Jack of all trades

Skill mastery [craft [mech], disable device, notice, stealth]

Sneak attack

Takedown attack

Uncanny dodge [hearing]

EQUIPMENT 4/5 ep

Masterwork crafting tools

Masterwork disable device tools

Flashlight

Gas mask

SUPERPOWERS 1+2+2=5 pp

Quickness 1

Super-movement 1 [sure-footed]

Super-senses 2 [danger sense, low-light vision]

DRAWBACKS

none

Abilities (30) + Combat (18) + Saving Throws (6) + Skills (16) + Feats (15) + Powers (5) - Disadvantages (0) = 90 PP


Part of my job is delivering food to school cafeterias; because of this, I meet a lot of janitors. There’s some nice people among them, and I kind of resent the stereotype that always depicts them as creepy losers (prime example is Argus Filch from Harry Potter). Freedom City is no different: Basil Faulks, chief janitor at Claremont Academy, is described as “creepy†and “muttering to himself†(Hero High, page 110).

But to be a janitor at Claremont you need chops: the alien princess’s pet laid eggs in the basement? He’s the one who has to hunt the hatchlings. Those defective nanites the kid genius dumped in the trash? They reassembled in the garbage bin, and guess who has to disable them? Not to mention that pesky poltergeist haunting the school play.

So this build is my take on “what if Basil Faulks was as much of a crazy badass as the Janitor from Scrubs claims to be?â€

He can’t defeat the threats the students face each day, but he can damn well help. After years of moving vigilant and unnoticed in the corridors, he’s decent at sneaking up on enemies; but between Danger-sense, Blind Fight and Uncanny dodge, it takes a ninja master to sneak up on him. There’s no door that can resist him and he’s not slowed down by a basement full of knee-high water.

Every week he cleans the library and sneaks out a book, building for himself a wide knowledge base.

Whatever he needs, he can build in the basement! With a box of scraps! That Hoover-Hover the Janitor dreams about in the picture? Basil can have it ready in a couple of hours.

'Improvised weapons' is from Warriors and Warlocks, and gives you +1 to damage with, well, improvised weapons. Yes, he kicks your butt using a wrench or even just a broomstick.

He is the only character who can say literally “I’ll mop the floor with you!â€

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Character Name: Arug, flying carpet [floatr]aladdin-carpets-2.jpg[/floatr]

Power Level: 7 (105/105 PP)

Trade-Offs: +1 atk / -1 dmg

ABILITIES 12+8-10+0+4-2=12 pp

Strength 22 (+6)

Dexterity 18 (+4)

Constitution n/a

Intelligence 10 (+0)

Wisdom 14 (+20)

Charisma 8 (-1)

COMBAT 6+8=14 pp

Initiative: +4

Attack: +3 Ranged, +8 Melee (+3 base)

Grapple: +18

Defense: +7 (+4 Base, +3 dodge focus), +2 Flat-Footed

Knockback: -4

SAVES 5 pp

Toughness +7 (+7 protection)

Will +5 (+2 wis, +3)

Reflex +6 (+4 dex, +2)

Fortitude n/a

SKILLS 28 = 7 pp

acrobatics 8 (+12)

notice 8 (+10)

sense motive 4 (+6)

stealth 8 (+12)

FEATS 12 pp

Acrobatic bluff

Attack focus 5 [melee]

Dodge focus 3

Improved grab

Improved pin

Prone fighting

SUPERPOWERS 35 + 4 + 7 + 14 + 2 = 62 pp

Immunity 30 [fortitude]

Immunity 10 [bashing damage] (Flaw: limited to half effect)

Comprehend 2 [objects] (Flaw: limited, only objects made of fabric)

Communication 2 [mental, 100 ft]

Flight 3 (PF: subtle)

Super-strength 3

Elongation 1

Protection 7

Super-senses 2 (accurate hearing)

DRAWBACKS -7 pp

Mute (minor, uncommon) [-1]

Blind (moderate, uncommon) [-2]

No real hands (-4 on manipulation skills, minor, common) [-2]

Vulnerability [fire] (minor [+1], common) [-2]

Abilities (12) + Combat (14) + Saving Throws (5) + Skills (7) + Feats (12) + Powers (62) - Disadvantages (7) = 105 PP


Weaver's sidekick as a PL 7 solo hero. Most of his issues with communication are resolved and he has mental abilities on a human level (instead of animal); however the bulk of the build it's the same: fast, agile, tough, and a great grappler. A weird and not very broad-skilled hero.

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Character Name: Trauma [floatr]trauma060.jpg[/floatr]

Power Level: 14 (210/210 pp)

Trade-Offs: -2 atk / +2 dmg; -4 def / +4 TOU

ABILITIES 44 pp

Strength 42/34/18 (+16/+12/+4)

Dexterity 14 (+2)

Constitution 38/20 (+14/+5)

Intelligence 18 (+4)

Wisdom 16 (+3)

Charisma 18 (+4)

COMBAT 38 pp

Initiative: +2

Attack: +9 Ranged, +12 Melee (+10 base, -1 size)

Grapple: +36

Defense: +10 (+9 Base, -1 size, +2 dodge focus), +4 Flat-Footed

Knockback: -8

SAVES 15 pp

Toughness +18 (+14 con, +4 protection)

Will +12 (+3 wis, +9)

Reflex +8 (+2 dex, +6)

Fortitude +14 (+14 cos)

SKILLS 72/72 = 18 pp

bluff 6 (+10)

concentration 5 (+8)

intimidate 15 (+18/+20)

know [tactics] 6 (+10)

know [technology] 2 (+6)

notice 9 (+12)

pilot 3 (+5)

search 4 (+8)

sense motive 9 (+12)

stealth 6 (+4)

survival 7 (+10)

FEATS 13 pp

All-out attack

Attack focus 3 [melee]

Benefit 1 [voice mimicry]

Dodge focus 2

Improved grab

Power attack

Second chance [intimidate]

Startle

Takedown attack 2

SUPERPOWERS 55 + 3 + 27 = 85 pp

Growth 4

Protection 4

Enhanced strength 8

Enhanced constitution 14

Immunity 1 [starvation]

Immunity 5 [fatigue] (Flaw: Limited to half effect)

Speed 1

Leaping 3

Super-strength 4 (PF: Groundstrike)

Emotion control 6 (Extra: Area, Continuous; Flaw: Range [touch], Limited to Fear, Permanent)

Psychic powers array 12 (PF: AP x 3)

BP: Emotion control 14 (Flaw: limited to fear) + Enhanced strength 8 {24/24}

AP: Drain 6 [ability scores] (Extra: ranged; Drawback: only mental scores) {23/24}

AP: Stun 8 (Extra: ranged) {24/24}

AP: Mind control 8 (Extra: Sustained, Effortless; Flaw: ranged; Drawback: noticeable) {23/24}

DRAWBACKS -3 pp

Power Loss [all powers, after 3 opponent’s successful saves vs Fear or Intimidate] (major, uncommon)

Abilities (44) + Combat (38) + Saving Throws (15) + Skills (18) + Feats (13) + Powers (85) - Disadvantages (3) = 210 PP


Here’s Trauma, the most beloved among the one-shot villains and antagonist in one of the best issues of PK.

He was an Evronian general born with an exceptional mind, smarter than all of his peers, able of pursuing individual goals in spite of the Empire’s will. He led his troops both by fear and by example.

He underwent a series of scientific experiments that enhanced his already imposing physique as well as giving him fear-inducing psychic powers. He became an incontrollable weapon of mass destruction, locked up in The Well, a prison planet, only to be deployed against Paperinik after he thwarted another Evronian plan.

In addition to being an extremely capable warrior and general, after the experiments he is also an impossibly* strong and tough powerhouse, no match for any other character in the comic.

He gets even stronger when he can terrorize others and consequently feed on their fears (I simplified this power – it should be a nightmarish Absorption-like construct). His psychic powers also encompass most of the features of an evro-gun, such as sucking out emotions and making mindless drones. He not only can, he needs to strike fear in his enemies: if he doesn’t most of his powers fade away.

How did PK beat this guy again? Well, for starter, with a battlesuit who looks more like a giant mecha, built by Ducklair and provided by UNO. And then, well… after a disturbing flashback into a 50es Donald comic where he’s the absolute butt-monkey as he used to be, let’s just say that Ultimate Will Save kicks in…

*fun fact: the author’s notes to the artist talk about “abnormal, exaggerated, Liefeld-like proportionsâ€. Yeah, Liefeld is a standard for absurd proportions in a Disney comic.

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  • 3 weeks later...

So...

This was an idea I had a little after submitting Weaver... if I had it sooner this would probably be my PL 10 character and Weaver would be PL 7.

Maybe I'll get to play her when I hit a reward, I don't know... she may break the House Rules for base attack, she still needs a bit of work.

She came with the complimentary archnemesis, a Cybogre.


Player Name: Airon[floatr]fairybattlesuit3.png[/floatr]

Character Name: Lieutenant Lucilla

Power Level: 10 (150/150PP)

Trade-Offs: +4 Atk / -4 Dmg; +2 Def /-2 Tou

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: From the Iron Age of Earth Fable, a tiny fairy superhero in a battlesuit that weaponizes her magic

Alternate Identity: none

Identity: Secret – most people don’t know she exists

Birthplace: Rada Drea

Occupation: Superhero

Affiliations: the Fairies Four

Family: Sergeant Serenella, Major Merrysmile, Captain Camillina

Description:

Age: 191

Apparent Age: late twenties

Gender: female

Ethnicity: Caucasian features, pale green skin

Height: 5 inches POINT FOUR, thank you very much

Weight: 0.7 lbs, 1 lb with the suit

Eyes: green

Hair: dark green

Lucilla is a pretty standard fairy: she has green complexion, long pointy ears, big eyes and a large unsettling smile. She is very well-proportioned for human standards, even if she’s barely as large as a human hand. Four dragonfly-like wings sprout form her back.

Her battlesuit is composed of a magical polymer with a dark grey military pattern; a few shining green metal plates protect the most vulnerable areas. Lucilla’s wings are encased in the suit’s glider-frame. The suit has no helmet.

Power Descriptions:

Lucilla’s magic shines of a greenish yellow. The blasts that come out of her weaponizers are more coese, but have the same color.

History:

Earth-40, o Earth-Fable, is the place where the protagonists of fairytales exists. A dimensional traveler finding himself there wouldn’t have been too distraught: albeit strange, and home to Evil Queens and Dragons, the dimension is ultimately ruled by a law of happy ending. That, at least, was true until the first aforementioned Dimensional Traveler arrived, because unluckily that was Johnny Speed of Anti-Earth. The Tyranny Syndicate raided several times the once pacific dimension, shattering its routine. Daedalus, a being of myth himself, started introducing destructive technology in this old and quaint world, just for the hell of it.

Fast forward several years: Earth-Fable is no more, turned into a dystopian battlefield where the heroes and villains face each other not with magic rings and enchanted swords but with weapons of mass destruction – all for the entertainment and gain of Anti-Daedalus who sells them.

Lucilla grew up during this changes: she and her three sisters saw their world changing from idyllic to horrible in a few decades, and with their heart crushed adapted from magical counselors into freedom fighters, to defend their dimension.

The Fairies Four were about to strike Daedalus local weapon factory, when a factions of Ogres and Trolls with cybernetic implants interrupted. In the fight that followed, Lucilla and Ornabog, an Ogre, got pushed into a dimensional portal who brought them to our Earth. They were quick separated. Lucilla was found by Frederick Weis, a young Electronic Engineering major at FCU, who explained her the dimension she was in. Seeing this happenstance as an occasion to do good in a more optimistic world then her own, Lucilla started super-heroing.

Personality & Motivation:

Lucilla is a good-natured fairy from Earth-Fable, not a mischievous pixie form Faerie: she is only happy to be in Freedom City. It’s too early to be homesick (even if she misses her sisters), and the optimism and general serenity of this new world are doing wonders on her slightly shell-shocked psyche: the colorful and carefree kind of fight found in Freedom certainly suits her happy fairy nature better than the gritty and violent dystopia that her world descended into. After Fred filled her in on the status of the world with all his heroes and villains, Lucilla decided to join the fight. She feels partially responsible for bringing Ornabog to this world and wants to stop him as soon as possible.

Powers & Tactics:

Of the many fighters who claim â€float like a butterfly, sting like a beeâ€, she’s one of the very few who can apply it literally. With her fast flight, and being nearly invisible because of her size, Lucilla can catch by surprise almost anybody. While not that powerful, her weapons provide her with a vast array of possibilities for stopping bad guys. Since the magic is in her and not in the suit, even when out of it she can concentrate and use her powers in an aggressive way (Power Stunt).


Complications:

Two apples tall: This world isn’t made for her size.

Archnemesis: Ornabog. She kind of brought him here, she feels responsible for his actions.

Homesick: Sooner or later the nostalgia of her world will strike.

Mood whiplash: From a carefree fairy, to a gritty cyberpunk fighter, to a super-hero: she changed face so many times, and so radically, that sometimes her mood is unpredictable.

ABILITIES 0+12+6+4+8+6=36 pp

Strength 1/10 (-5)

Dexterity 22 (+6)

Constitution 16 (+3)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 16 (+3)

COMBAT 4+8=12 pp

Initiative: +10

Attack: +12 Ranged, +10 Melee, +14 magic (+2 base, +8 size)

Grapple: -11

Defense: +12 (+4 Base, +8 size), +6 Flat-Footed

Knockback: -4

SAVES 6+4+3= 13 pp

Toughness +8 (+3 con, +5 battlesuit)

Will +10 (+4 wis, +6)

Reflex +10 (+6 dex, +4)

Fortitude +6 (+3 cos, +3)

SKILLS 60/60=15 pp

acrobatics 8 (+14)

concentration 4 (+8)

diplomacy 5 (+8)

escape artist 11 (+17)

handle animal 9 (+12)

knowledge [arcana] 6 (+8)

language 1

notice 8 (+12)

sense motive 8 (+12)

stealth 0 (+22)

FEATS 12 pp

Acrobatic bluff

Animal Empathy

Attack focus 2 [ranged]

Elusive target

Evasion 2

Improved initiative

Minion 2 (ZeroW)

Move-by action

Power Attack

SUPERPOWERS 21+21+21 = 63 pp

Fairy physiology container (20 pp; permanent; PF: innate) [21 pp total]

Shrinking 16 (PF: normal toughness, normal movement) [18 pp]

Flight 1 (Flaw: restrainable (winged)) [1 pp]

Immunity 2 [aging, need for sleep] (Flaw: limited to half effect) [1 pp]

Magic array (20 pp; PF: AP) [21 pp]

BP: Light Control 7 (2pp/rank) + Move Object 2 (Extra: Perception range)

AP: Healing 8 (PF: Extended rage, Regrowth)

Device 5 (polymer battlesuit; 25/25 pp of powers; Hard to lose; PF: restricted [Fine size]) [21 pp]

Enhanced feat 2 (precise shot, attack specialization [magic array])

Enhanced Power Feats 3 [for Magic Array] (Alternate Power 3) (magic weaponizers)

AP: Stun 6 (Extra: ranged; PF: improved critical, sedation)

AP: Dazzle 6 (visual + auditory; PF: improved critical, reversible)

AP: Blast 6 (Extra: Auto-fire; PF: Improved critical, improved range)

Flight 5 (PF: removes drawback)

Protection 5

Super-senses 4 (radio sense, accurate; infra-vision)

DRAWBACKS -1 pp

Vulnerability (snare and entrapment effects; minor, uncommon, -1 pp)

ATTACK             RANGE             SAVE                        EFFECT

Unarmed            Touch             DC10 Toughness (Staged)     Damage (Physical)

Blast	           ranged (60 feet)   DC 21/24 Toug (staged)	Damage (energy)

Stun               ranged (60 feet)  DC 16 fort	             dazed, stunned, unconscious

Dazzle             ranged (60 feet)   DC 16 ref / DC 16 Fort      blinded + deafened 

Frederick “ZeroW†Weis – minion level 2 – 30/30 pp

ABILITIES -2+0+2+8+2+0=12 pp

strength 8 [-1]

dexterity 10 [+0]

constitution 12 [+1]

intelligence 18 [+4]

wisdom 12 [+1]

charisma 10 [+0]

COMBAT 0+0=0 pp

Initiative: +0

Attack: +0

Grapple: -1

Defense: +0

Knockback: 0

ST 3+0+0= 3 pp

Toughness +1

Will +4 (+1 wis, +3)

Reflex +0 (+0 dex)

Fortitude +1 (+1 cos)

SKILLS 44 ranks=11 pp

computers 6 (+10)

craft [electronics] 6 (+10)

craft [mechanical] 6 (+10)

disable device 4 (+8)

know [current events] 1 (+5)

know [pop culture] 3 (+7)

know [technology] 6 (+10)

know [physical sciences] 6 (+10)

language 2

notice 4 (+5)

FEATS 4 pp

Equipment

Skill mastery [both craft, computers, know [technology]]

Online research

Tech familiarity [fairy technology]

Masterwork laptop

Masterwork crafting tools

Totals: Abilities (12) + Combat (0) + Saving Throws (3) + Skills (11) + Feats (4) + Powers (0) - Drawbacks (0) = 30/30 Power Points

Totals: Abilities (36) + Combat (12) + Saving Throws (13) + Skills (15) + Feats (12) + Powers (63) - Drawbacks (1) = 150/150 Power Points

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Character Name: Urk [floatr]it_pkna_24a_001.jpg[/floatr]

Power Level: 10 (150/150 PP)

Trade-Offs: none

ABILITIES 50 pp

Strength 26 (+8)

Dexterity 20 (+5)

Constitution 26 (+8)

Intelligence 12 (+2)

Wisdom 16 (+3)

Charisma 10 (+0)

COMBAT 32 pp

Initiative: +5

Attack: +10 Ranged, +10 Melee (+10 base)

Grapple: +19

Defense: +10 (+6 Base, +4 dodge focus), +3 Flat-Footed

Knockback: -5

SAVES 11 pp

Toughness +10 (+8 con, +2 defensive roll)

Will +9 (+3 wis, +6)

Reflex +9 (+5 dex, +4)

Fortitude +9 (+8 cos, +1)

SKILLS 100/100=25 pp

acrobatics 10 (+15)

climb 7 (+15)

craft [electronics] 4 (+5)

craft [mechanic] 4 (+5)

handle animal 8 (+8)

intimidate 8 (+8)

know [technology] 4 (+5)

know [earth sciences] 4 (+5)

know [physical sciences] 4 (+5)

notice 12 (+15)

search 7 (+8)

sense motive 7 (+10)

stealth 7 (+12)

survival 12 (+15)

swim 2 (+10)

FEATS 14 pp

Acrobatic bluff

Defensive roll

Dodge focus 4

Leadership

Move-by action

Power attack

Skill mastery [acrobatics, climb, notice, survival]

Takedown attack 2

Track

Uncanny dodge [hearing]

SUPERPOWERS 6 + 12=18 pp

Leap 2

Speed 1

Super-strength 1

Super-senses 1 [mental danger sense]

Device 4 (Energy spear, easy to lose)

Blast 8 (PF: accurate, improved critical, AP x 2)

AP: Stun 8 (PF: accurate, extended reach)

AP: Strike 2 (Extra: penetrating 4; PF: variable descriptor 2 [physical/energy], extended reach, mighty)

DRAWBACKS

none

Abilities (50) + Combat (32) + Saving Throws (11) + Skills (25) + Feats (14) + Powers (18) - Disadvantages (0) = 150 PP


Urk comes from a parallel dimension where the two predominant ethnic groups on Earth are the Vikings, ruling Europe, and the Iroquois, ruling America. Both these civilization are in possess of alien technology far more advanced than the one on Duckburg – and are at war.

Urk is a champion of the Iroquois (ironically, since he looks very much like a Viking), who ended up in PK’s dimension by hunting a Viking time-eating monster (yep, that's right).

He is stranded here, and assumed a secret ID as an unassuming window-cleaner at the Ducklair tower (one of the first victims of said monster on this dimension), even when he has the physique of a barbarian warlord; this allows him to scout the city from above, searching evildoers to punish.

He is silent, proud and quick to rage, not to mention prone to brooding moods due to nostalgia of his home dimension; nonetheless, he is a good ally for PK when needed.

His strength, stamina and agility are borderline superhuman, but most terrifying of all, he is an incredibly competent warrior and hunter, among the finest of both dimensions. He has a basic understanding of science and technology, far from the big brains inhabiting the PK universe, but still better than poor Donald himself. His signature weapon is an energy spear that can hit in several ways, but he has mastered any type of weapon, from clubs to blaster rifles, alongside unarmed combat. He's also never caught unprepared.

His weak points are being stranded in a different dimension he doesn’t know anything about, and a severe lack of social skills made even worse by his gruff and nostalgic temper.

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