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Levinwurth's character builds

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Levinwurth's character builds

Postby levinwurth » Tue Jun 22, 2010 10:14 pm

Raindance

Gender: Male
Age: 15
Hometown: Plano, TX
Height: 5' 11"
Hair: Brown
Eyes: Brown

Power Level: 8; Power Points Spent: 110/110

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +2 (14), WIS: +1 (12), CHA: +3 (16)

Tough: +0, Fort: +1, Ref: +3, Will: +2

Skills: Bluff 7 (+10), Concentration 13 (+14), Knowledge (popular culture) 6 (+8), Notice 7 (+8)

Feats: Taunt

Powers:

Flight 4 (Speed: 100 mph, 880 ft./rnd)

Force Field 8 (+8 Toughness; Impervious [4 ranks only])

Immunity 5 (enviromental conditions (all))

Weather Control 8 [Dyn: 2/r, +17max 0PP] (distraction (dc10), Radius: 1000 ft., DC 18)
Air Control 8 [Dyn: 2/r, max 16PP] (Alternate; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)
Blast 8 [Dyn: 2/r, max 16PP] (Alternate; DC 23)
Dazzle 8 [Dyn: 2/r, max 16PP] (Alternate; affects: one sense type - auditory, DC 18; Explosion Area (80 ft. explosion - Targeted))
Obscure 8 [Dyn: 1/r, max 16PP] (Alternate; affects: one sense type - auditory, Radius: 1000 ft.)
Obscure 8 [Dyn: 2/r, max 16PP] (Alternate; affects: two sense types - visual, Radius: 1000 ft.)
Weather Control 8 [Dyn: 2/r, max 16PP] (Alternate; cold (extreme), Radius: 1000 ft., DC 18)
Weather Control 8 [Dyn: 2/r, max 16PP] (Alternate; hamper move (25%), Radius: 1000 ft., DC 18)
Weather Control 8 [Dyn: 2/r, max 16PP] (Alternate; heat (extreme), Radius: 1000 ft., DC 18)

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +3)

Attacks: Blast 8 [Dyn: 2/r, max 16PP], +3 (DC 23), Dazzle 8 [Dyn: 2/r, max 16PP], +3 (DC Fort/Ref 18), Unarmed Attack, +3 (DC 15)

Defense: +3 (Flat-footed: +2), Knockback: +0

Initiative: +1

Languages: English

Totals: Abilities 26 + Skills 9 (33 ranks) + Feats 1 + Powers 58 + Combat 12 + Saves 4 + Drawbacks 0 = 110

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Background: If Mark Cooper had the presence of mind to come in from the rain one day, his life would still be frighteningly normal. A Texas native, raised by middle-class parents, attending public school and not really excelling in any field, he seemed destined to live out some variation of his parents' life; stuck behind a desk doing a thankless and fairly uninspired clerical job. It was during a thunderstorm that Mark decided that, rather than go for the nearest building and risk a soaking, he would take shelter under a tree in the hopes that the storm would relent and he would stay relatively dry. Next thing he knew, he was waking up on the ground, his footprints having turned to glass in the sandy soil.

The accident had triggered a latent mutant gene in him, granting the ability to control the weather. His neighbourhood experienced some very freakish weather for a time before Charles Xavier and his team realised that someone was trying to control their powers.

Appearance: Raindance appears to be your average American teen. In fact, he's the poster boy for average. Brown hair and eyes, dressed neither overly geeky or particularly fashionably. He carries a little weight but he's not what you'd really call fat.
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Re: Levinwurth's character builds

Postby levinwurth » Tue Jun 22, 2010 10:15 pm

Greg Breslin

Power Level: 8; Power Points Spent: 120/120

STR: +0 (10), DEX: +1 (12), CON: +0 (11), INT: +3 (16), WIS: +5 (20), CHA: +4 (19)

Tough: +0/+2 (+7 with Force Field), Fort: +2, Ref: +4, Will: +10

Skills: Bluff 6 (+10), Computers 3 (+6), Diplomacy 6 (+10), Gather Information 6 (+10), Intimidate 4 (+8), Investigate 5 (+8), Knowledge (current events) 5 (+8), Language 2 (+2), Search 1 (+4), Sense Motive 5 (+10), Swim 1 (+1)

Feats: Assessment, Connected, Contacts, Defensive Roll 2, Distract (Bluff)

Powers:
Force Field 5 (+5 Toughness)
Mental Blast 5 (DC 20; Mental Feedback)
Mind Reading 9 (DC 19; Range 2 (touch))
. . Mind Reading 9 (Alternate; DC 19; Burst Area (40 ft. radius - General); Limited to Surface Thoughts, Range 2 (touch))
Super-Senses 1 (awareness: Mental)
Telekinesis 8 (Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons, DC 23; Damaging, Perception; Distracting)

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

Attacks: Mental Blast 5, +2 (DC Will 20), Mind Reading 8, +2 (DC Will 18), Mind Reading 9, +2 (DC Will 19), Telekinesis 8, +2 (DC 23), Unarmed Attack, +2 (DC 15)

Defense: +1 (Flat-footed: +0), Knockback: -1

Initiative: +1

Languages: English, Russian, Spanish

Totals: Abilities 28 + Skills 11 (44 ranks) + Feats 6 + Powers 59 + Combat 6 + Saves 10 + Drawbacks 0 = 120


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Greg Breslin was always destined to work with people. A Denver native, his friendly disposition served him well at school, where academically or athletically he never really shone. With a knack for reading people and making friends easily, it seemed natural for him to settle into some sort of diplomatic role. He studied politics at a local college, with a view to becoming an attache or negotiator, before embarking on a glittering career where he would help to shape world policy.

Wild Card Day in Denver struck not long after his graduation. His own Card turned that day, and despite his eye-colour changing to a slightly unnerving ice blue, Greg came through unscathed. He had developed the psionic ability to listen in to the thoughts of others in his immediate vicinity; with time he learned to be able to reach deeper into another's thoughts, although that required physical contact.

Unlike some, Greg didn't wait to be found; he promptly offered his services to the local law enforcement. From there SCARE picked him up for their work, to fulfill the role of the team's psychic investigator and interrogator.

Powers: Greg's primary power is the ability to read the minds of others, as long as he's in physical contact with them in some way. He is also able to cast his mental senses over a wider area, although this is akin to sitting in a crowded room - only surface thoughts are detected, and it can be hard for him to filter out individual streams of thought.

He has also developed psychic barriers - what Greg has termed "mental Jui-jitsu" - against attacks from people who would make hostile contact with his mind.

His last line of defence (and in fact his only reliable means of offence) is his telekinetic ability, although it requires his full attention for him to use it.

Appearance: Greg is your average man on the street, with sandy blonde hair and dressed fairly casually. He tends to favour easy going and hard wearing clothes, which he feels gives him a professorly air and make him less intimidating. The only outward sign that he is any different are his eyes - the irises are a pale cornflower blue. Those under his scrutiny find his gaze very cold indeed.
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Re: Levinwurth's character builds

Postby levinwurth » Tue Jun 22, 2010 10:16 pm

Name: George Ingram
Age: 27
Height: 5' 11"
Weight: 170 lbs
Hair: Blonde
Eyes: Blue

Core Concept: Golden boy

Personality: Most people associate cheerleaders with pep, and George certainly still has that in spades. People comment that he has an infectious enthusiasm, rivalled only by his love for his family. He has a well developed sense of justice and hates to see others around him bullied, oppressed or in need. His friends often remark he has the boundless energy of his children. His detractors say that someone so outwardly cheerful and friendly must be hiding some terrible secret.

Image
Description: While it's been a long time since he last cheered, George hasn't let his body go to seed. While he might have converted a few pounds of muscle to fat in the intervening years, he's still trim and fit. That, along with his blonde hair, blue eyes and beautiful white teeth are often commented on by the single ladies of the community. He's often seen at the town's local Episcopal church on a Sunday, cheering on his kids' Little League games or running a small stall during the town's annual bake sale.

Background: George is a well loved figure in his local community. He owns Ingram & Sons, a former bakery now converted into a cafe and sandwich shop, a popular location for people to chat, meet for a date or to visit on their lunch hour.

Former cheerleader, prom king and class president, he married his high school sweetheart Angela (nee Caliez, the daughter of Honduran immigrants) not long after graduation and then settled down to raise his family. Initially, Angela's parents were upset that their daughter was starting a family so young, but their protests eventually quieted when they saw the genuine love George had for her, and his willingness and ability to support her. The only one that still had objections to their union was Angela's brother, Hector. Hector now lives on the other side of town in a heavily Latino area, running with a bad crowd. Family reunions between Angela and Hector are a typically frosty affair.

His father gave him a job in the bakery, initially working in the bakehouse itself but with an eye for George to take over when he retired. His first son, Luis, was born a year later. George had been offered an athletic scholarship for college, but he turned it down - why go to college when he already had everything he wanted? His wife initially also worked in the bakery, but after a few years left to look after Luis full-time. As George became manager of the bakery under his father, Angela became pregnant and delivered their second child, a girl named Angelina (George named her because of her striking similarity to her mother).

Both of his parents are still living, retired and living only a few blocks from George and his family. Angela's parents reside on the other side of town; Angela has subtly dropped hints about moving them closer to the family but so far George has intentionally not picked them up.

George's younger sister Heather is currently away at college in New York - he doesn't keep in touch that often, preferring to leave her to her own life and independence; Heather was always much more of a free spirit than George and often dreamed of escaping their town. Nevertheless he often hears about how well she is doing when he sees his parents.

In his spare time he still helps to coach the high school's current cheerleading squad. When she's not looking after the children, Angela often does voluntary work at the local hospital or the church. She's going to take a back-seat again soon, as they have both just announced to their friends and family that Angela is pregnant for the third time.

George is looking forward to his 10 year reunion; there's a few of his old friends that he's lost touch with as they've moved out of town or now move in different circles. He feels contented in his life; he loves his wife and children, he has a successful business that he enjoys running, and has a few close friends that he can rely on. Right now, he's hoping his life continues just the way it is - just like his life has been to date, that would be just perfect.

Complications

Phobia (Spiders): George suffers from arachnophobia. Most likely it stems from an experience when he was 12 - during a trip to summer camp George crawled under one of the cabins for a dare and came face to face with a spider's nest. Being covered in crawling arachnids left its psychological mark on him, and now George can't abide even the picture of a spider.

Responsibility (Family): George is wholly dedicated to his family, and his responsibility to them comes first.

George Ingram

Power Level: 3; Power Points Spent: 45/45

STR: +3 (17), DEX: +3 (16), CON: +1 (13), INT: +0 (11), WIS: +1 (12), CHA: +3 (17)

Tough: +1, Fort: +2, Ref: +3, Will: +2

Skills: Acrobatics 6 (+9), Climb 3 (+6), Computers 2 (+2), Craft (mechanical) 2 (+2), Diplomacy 2 (+5), Drive 2 (+5), Intimidate 1 (+4), Knowledge (popular culture) 2 (+2), Knowledge (Cape Girardeau) 2 (+2), Language 1 (+1), Navigate 1 (+1), Notice 1 (+2), Perform (dance) 4 (+7), Perform (singing) 2 (+5), Profession (Store Owner) 6 (+7), Swim 1 (+4)

Feats: Attractive, Equipment 2, Inspire, Leadership

Equipment: Cell Phone, Vehicle: SUV

Attack Bonus: +1 (Ranged: +1, Melee: +1, Grapple: +4)

Attacks: Unarmed Attack, +1 (DC 18)

Defense: +0 (Flat-footed: +0), Knockback: +0

Initiative: +3

Languages: English, Spanish

Totals: Abilities 26 + Skills 10 (40 ranks) + Feats 5 + Powers 0 + Combat 2 + Saves 2 + Drawbacks 0 = 45


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roguescribner wrote:What I would like to know from the players, and you may PM your response to me if you wish, are the answers to the following questions about your characters:

1) Describe yourself as a 12 year old. How does it compare to how you were in high school? How you are now?


As I stated before, to describe George as "full of beans" at this age would be a huge understatement. He's frequently running around and/or shouting at the top of his lungs. He finds it hard to sit still and concentrate on any one thing for very long. His parents have started to worry if he's hyperactive. In High School he calms down somewhat as he's able to channel his vast amounts of energy into sports and eventually into cheerleading. Plus the distratction of partying and girls helps somewhat. After his children came along, George has mellowed a little at least. He tries to act as a good role model for Luis and Angelina, but Angela often comments that he's just as childish as they are sometimes; horsing around and being stupid. George does it mainly because he loves it when his childen and his wife smile.

2) Were you likely to get picked on or do the picking on when you were 12?


Probably at age 12 George was still quite little, so if it's a choice between the two he's more likely to be picked on. Still, he's quite friendly and popular, so there are most like other fish to fry. :)

3) How easy was it for you to make new friends? Enemies?


George endeavours to be the friend of everyone he meets. Of course, some people can find him a bit too exuberant and over-the-top. So in essence, George likes to make a lot of friends, but if people don't like him he doesn't really sweat the details.

4) If a peer was of a different social standing then you, would you treat him/her differently?


His parents have raised him with the belief that everyone is the same and you can't choose your family, no-one can help how they're born, etc. Then again to George's mind his parents were never his age and they don't understand what it's like to be a kid. George would be as nice as he could without crossing the line. The line is the one that divides popular kids like him from the rejects and pariahs.

5) If you felt sorry for someone, but none of your friends did, would you reach out to that someone or keep quiet?


Again, George would try to be as nice as he felt he could get away with, and would certainly step in to prevent any physical violence. Nevertheless, he has a reputation to consider.

There is going to be an NPC boy at camp with everyone. He is going to be the prototypical weird kid. He's poor. He's dweeby. He looks strange. Maybe he's even a little creepy, but not in a purposeful way. He's just basically having a hard time growing up and fitting in. His best friend is probably his mom. And he probably lives in a dumpy trailer.

I'm hoping to find at least one PC to be a friend (even if casual) to this character (sorry, haven't come up with a suitable name yet). If there's a PC who would volunteer to be a bit of a punk at camp, even better. If not, I'll create an NPC to fill that role. Remember, children can be awfully cruel to each other, so don't think it will tarnish your more well-adjusted characters if you act a little bratty when you hit puberty. :wink:


I think being at camp will allow George a little more leeway to be nicer to this guy; he probably doesn't go to school with the kid, and less of his schoolfriends are there, most likely.

Mark "Oddjob" Cabal

George most likely avoided Mark, due to the latter's abrasive personality.

Marcus Davis

While they probably didn't mix much at school, Marcus had a crush on "Girl X". Millennium, if you're still up for it, Girl X can be Angela, George's wife.

Anil Gunther

Another who George didn't mix with at school, but he was likely one of the first and loudest to boo the then faceless DJ at their prom - he felt bad when he found out what had happened. He's aware that Anil probably had a crush on him during High School, but nothing more.

Travis Kincaid

Neighbours since they were both babies, friends during elementary school and camp, epic bromance during High School, best man at George's wedding and Godfather to Luis. George is heartbroken over the condition of his friend, but tries not to show it to Travis.

Inez King

Probably passingly familiar with her due to her being a jock and a bit of a party girl.

Jodi Milhouse

Knows her briefly from when they were on the JV cheerleading squad together. What with it being a small town, George most likely still says hey to Jodi in the street if he sees her.

Alethia White

Another George is familiar with from athletic circles, the two of them went on a single date when they were about 14. After neither had much of a spark for the other, they decided to remain "just friends". Perhaps remarkably for people who say that, the two have remained friends. Both George and his wife keep in touch with Alethia still, although they're careful not to pry too deeply into her work life.
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Backlash - 3E - Project: Freedom

Postby levinwurth » Wed Apr 25, 2012 12:26 am

Backlash, AKA Ben Jameson - PL 8

Image

Strength 1, Stamina 0, Agility 1, Dexterity 3, Fighting 2, Intellect 4, Awareness 5, Presence 2

Advantages
Benefit, Wealth (well-off), Speed of Thought, Ultimate Effort: Will Save

Skills
Acrobatics 2 (+3), Athletics 1 (+2), Close Combat: Unarmed 4 (+6), Deception 8 (+10), Insight 4 (+9), Intimidation 5 (+7), Investigation 1 (+5), Perception 3 (+8), Persuasion 5 (+7), Technology 1 (+5), Vehicles 2 (+5)

Powers
Brain-burner: Mental Blast 8 (DC 23; Subtle: subtle)
. . Force of Will: Concentration Progressive Mind Control 5 (Alternate; DC 15; Concentration, Progressive; Tiring)
. . Telekinesis: Move Object 8 (Alternate; 6 tons, DC 23; Damaging, Increased Range: perception)
Mental scan: Senses 2 (Detect: Mental 2: ranged)
Wall of Force: Force Field 8 (+8 Toughness)

Offense
Initiative +4
Brain-burner: Mental Blast 8 (DC Will 23)
Force of Will: Concentration Progressive Mind Control 5 (DC Will 15)
Grab, +2 (DC Spec 11)
Telekinesis: Move Object 8 (DC 23)
Throw, +3 (DC 16)
Unarmed, +2 (DC 16)

Complications
Motivation: Justice: Even before he was incarcerated, Ben had a strong desire to see the innocent protected and the guilty punished.
Reputation: As a third-generation hero and a convicted felon to boot, Ben is mildly infamous - various groups both expect him to pay tribute to his family's legacy, and at the same time to screw it up because he's a no-good who can't control his temper.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 8, Will 5

Power Points
Abilities 36 + Powers 45 + Advantages 3 + Skills 18 (36 ranks) + Defenses 18 = 120

Ben Jameson is descended from superhero royalty. His grandfather, the original Backlash fought alongside the greatest heroes who went up against Axis forces during World War II. When he retired, his son (and Ben's father) took over the mantle of the psionic hero. Wealth and fame seemed to be a byproduct of the family's deeds and by the time Ben was born, the family owned a large estate in Massachussetts where he was raised.

Much to his father's chagrin, Ben did not take the training of a hero particularly seriously. Like those who came before him, his powers initially developed during puberty, but Ben did not seem particularly dedicated to practicing them. Most of the time he used it for his own amusement, never really developing the fine control his father and grandfather had demonstrated.

The moment Stephen Reilly entered Ben's life was when it irrevocably changed. The details in the press were sketchy, but it was rumoured that he'd hurt someone Ben cared about deeply. The police found Ben standing over Stephen's body, the young man drooling into the carpet with blown pupils and a rictus of terror frozen on his face. Stephen still remains in a coma to this day.

Not even his family's influence could save Ben from prison - in fact, it probably made things worse. The high-profile court case was a sensation for the weeks that it lasted, Ben earning a ticket to Blackstone penitentiary.

While in prison and effectively stripped of his powers, Ben had a lot to think about how his life had reached this point. While he hadn't regretted taking his revenge on Stephen, he certainly did regret that his temper and impulsiveness had caused him to end up in prison. When Project Freedom came calling, he leapt at the chance to reclaim some of his family's honour, mete out some justice - and, of course, get out of prison...
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Dominic 'Bender' Walters - 3E - Wheel of Fortune

Postby levinwurth » Wed Apr 25, 2012 12:28 am

Dominic "Bender" Walters (PL6) - PL 6

Strength 2, Stamina 2, Agility 0, Dexterity 1, Fighting 1, Intellect 3, Awareness 2, Presence 6

Advantages
Equipment 1, Fascinate (Deception), Fascinate (Persuasion), Seize Initiative, Skill Mastery: Persuasion, Uncanny Dodge

Skills
Deception 3 (+9), Expertise: Bartending 3 (+6), Insight 2 (+4), Investigation 1 (+4), Perception 2 (+4), Persuasion 4 (+10), Vehicles 1 (+2)

Powers
Affliction: Concentration Cumulative Affliction 6 (1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Concentration, Cumulative)
. . Affliction: Concentration Cumulative Burst Area Affliction 3 (Alternate; 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 13; Burst Area (30 feet radius sphere): 30 feet radius sphere, Concentration, Cumulative, Penetrating 3, Selective)
Enhanced Trait: Enhanced Trait 1 (Advantages: Skill Mastery)
Enhanced Trait: Enhanced Trait 2 (Advantages: Seize Initiative, Uncanny Dodge)
Force Field: Force Field 6 (+6 Toughness; Phantasm)
Weaken: Concentration Weaken 6 (Affects: Will Save, Resisted by: Will, DC 16; Concentration)
. . Weaken: Burst Area Concentration Weaken 3 (Alternate; Affects: Will Save, Resisted by: Will, DC 13; Burst Area (30 feet radius sphere): 30 feet radius sphere, Concentration, Selective)

Equipment
Hold-out Pistol, Multi-tool

Offense
Initiative +0
Affliction: Concentration Cumulative Affliction 6, +1 (DC Will 16)
Affliction: Concentration Cumulative Burst Area Affliction 3 (DC Will 13)
Grab, +1 (DC Spec 12)
Hold-out Pistol, +1 (DC 17)
Throw, +1 (DC 17)
Unarmed, +1 (DC 17)
Weaken: Burst Area Concentration Weaken 3 (DC Will 13)
Weaken: Concentration Weaken 6, +1 (DC Will 16)

Complications
Prejudice: As a gay man, Dominic has to deal with the prevalent homophobia of the day.
Secret: Dominic has a little sideline - tipping off the gossip magazines should anyone noteworthy walk through the doors of the bar. He'd be fired instantly if the management ever found out, not to mention angry reprisals from customers, but the money is just too good to pass up.

Languages
Native Language

Defense
Dodge 1, Parry 2, Fortitude 3, Toughness 8, Will 6

Power Points
Abilities 34 + Powers 38 + Advantages 3 + Skills 8 (16 ranks) + Defenses 7 = 90
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Kieran Cotton - 3E - The Human Games

Postby levinwurth » Wed Apr 25, 2012 12:31 am

Kieran Cotton

Image

Motivation: He wants to escape the drudgery of his life - he's seen how it'll pan out if he doesn't participate in the games; slavery, spawning more slaves, misery and an early grave. If he can't win the games, he'd rather die young.

Secret: He doesn't believe he's got what it takes to win the Games - his whole personality is an act to try and win as much favour as possible from the jaded viewers.

Kieran Cotton - PL 6

Strength 4, Stamina 4, Agility 3, Dexterity 4, Fighting 3, Intellect 2, Awareness 2, Presence 3

Advantages
All-Out Attack, Benefit: Favor, Daze (Deception), Great Endurance, Power Attack, Quick Draw, Set-up, Taunt

Skills
Athletics: Swimming 2 (+6), Close Combat: Unarmed 5 (+8), Deception: Bluffing 5 (+8), Deception: Feinting 4 (+7), Expertise: District Eight 7 (+9), Expertise: The Games 8 (+10), Investigation: Search 4 (+6), Perception 2 (+4), Persuasion 5 (+8), Ranged Combat: Throw 3 (+7), Sleight of Hand: Stealing 3 (+7), Stealth 4 (+7), Technology: Disable Device 6 (+8), Technology: Steam 8 (+10), Treatment: Basic 2 (+4), Vehicles: Ride 2 (+6), Vehicles: Handle Animal 2 (+4)

Offense
Initiative +3
Grab, +3 (DC Spec 14)
Throw, +7 (DC 20)
Unarmed, +8 (DC 19)

Languages
Native Language

Powers
Flare: Ranged Affliction 5, Sense-Dependent (Visual) (Resisted by fort; impaired, disabled, unaware) • 5 pp

Defense
Dodge 5, Parry 5, Fortitude 6, Toughness 4, Will 4

Power Points
Abilities 50 + Powers 0 + Advantages 8 + Skills 24 (72 ranks) + Defenses 8 = 90


Personality

Hailing from District 8, 15-year-old Cotton works in the vast textile mills, producing the clothing and fabrics that keep the Neos so comfortable and fashionable. Something of a rebel, his attitude gives him more of a presence than his 5' 6" frame would suggest. The Games seem to want to capitalise on his 'bad boy' image, playing up his rebellious nature; his disciplinary record from the mills show a number of sanctions which resulted in punitive measures, though nothing too extreme. It seems that despite initial impressions, Cotton is fairly bright, fully aware of the rules and procedures and is very careful to avoid crossing the line despite its fluid nature.

In a surprising twist, Cotton's profile says that he volunteered for the Games - soundbites from him seem to be skewed towards his cocky demeanour and a chance to prove he's 'got what it takes'. Other videos and interviews have revealed that:

- "I'm doing this for my parents. They've had a tough life and I want to give something back to them and my District!"
- "I've been on a real emotional journey to get here."
- "I'm not here to make friends, I'm here to win."
- "I'm going to give it my heart and soul to make sure I'm this year's winner. Failure isn't an option!"

District Eight

Occupying what was once the South-East of the US, District Eight draws resources from all over the nation, using huge steam and water-driven looms and presses to churn out vast quantities of textiles for sale and consumption.
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Re: Levinwurth's character builds

Postby levinwurth » Fri Sep 28, 2012 1:11 pm

Fletch - PL 10

Image

Strength 2, Stamina 4, Agility 4, Dexterity 7, Fighting 3, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Daze (Deception), Defensive Roll 3, Equipment 1, Evasion 2, Improved Aim, Improved Critical 3: Throw, Improved Initiative, Improved Trip, Instant Up, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Ranged Attack 7, Takedown 2, Throwing Mastery 4, Ultimate Effort: Aiming

Skills
Acrobatics 4 (+8), Athletics 4 (+6), Close Combat: Unarmed 6 (+9), Deception 6 (+8), Expertise: Black Ops 6 (+7), Perception 8 (+10), Sleight of Hand 4 (+11), Stealth 8 (+12)

Powers
Damage: Damage 5 (DC 20; Increased Range 2: perception; Quirk: Requires thrown objects)
Immunity: Immunity 1 (Poison)

Equipment
Binoculars, Commlink, Shuriken

Offense
Initiative +8
Damage: Damage 5 (DC 20)
Grab, +3 (DC Spec 12)
Shuriken, +14 (DC 20)
Throw, +14 (DC 21)
Unarmed, +9 (DC 17)

Complications
Motivation: Justice
Reputation

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 7/4, Will 8

Power Points
Abilities 50 + Powers 15 + Advantages 35 + Skills 23 (46 ranks) + Defenses 29 = 152


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Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.

Background

David Krupke was born in a trailer park in small town in Florida. His abilities manifested themselves during adolescence, when he developed an unerring sense of kinaesthesia, enabling to throw with great accuracy and surprising force. Naturally it made him a star on the baseball diamond during High School, thus covering up his general lack of scholastic ability.

He enrolled in the Marines straight out of High School, the Armed Services seeming the obvious choice for someone who could shoot the pips out of a playing card from half a mile away. Naturally while the Marine Corps found him a middling if pliant soldier in all other aspects, they earmarked his file for Sniper School.

More and more during his service, Krupke found himself reassigned to other government branches on a need-to-know basis. His targets, he was told, were threats to the security of America and her allies. He dutifully dispatched them all. It was only when the targets became people who seemed to be innocent of any crimes that he began questioning his orders.

It transpired that through various fronts his services had been contracted by Overthrow - once he'd collected enough evidence of the fact, he presented it to UNISON who managed to get him honorably discharged from the Marines and pointed in the direction of Freedom City.

Having been an instrument of murder for several years, Dave (who took the codename Fletch ironically after the front that employed him, Flechette Security Solutions) now uses his abilities to safeguard innocents and neutralise (rather than kill) threats to the city.

Complications
Motivation: Justice

Despite his shady past, Dave has always held to the firm belief that only the guilty must be punished. Criminals who manage to evade justice through technicalities and loopholes enrage him, as does unjust treatment of those who've committed no wrong.

Reputation
As someone engaged in former Black Ops, Fletch sometimes encounters hostility from other heroes who have always held to higher codes of honor.
Active Characters

3E Time of Crisis - Fletch
Destiny: Origins - Sean
Assorted Character Builds
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