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CelticREI
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Build 49 - Kiku Matsu (PL12)

Post by CelticREI » Tue May 10, 2011 4:49 am

Kiku Matsu - PL 12

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

Advantages
Accurate Attack, All-out Attack, Assessment, Connected, Contacts, Defensive Roll 5, Equipment 5, Evasion, Power Attack, Quick Draw, Ranged Attack 8, Skill Mastery (Insight), Skill Mastery (Investigation), Takedown, Tracking, Well-informed

Skills
Acrobatics 3 (+4), Athletics 3 (+4), Close Combat (Unarmed) 4 (+6), Deception 15 (+15), Expertise (Criminal) 4 (+5), Expertise (Law Enforcement) 4 (+5), Expertise (Streetwise) 4 (+5), Insight 12 (+15), Intimidation 5 (+5), Investigation 14 (+15), Perception 7 (+10), Persuasion 3 (+3), Ranged Combat (Her Guns) 5 (+7), Sleight of Hand 1 (+3), Stealth 7 (+8), Technology 3 (+4), Vehicles 2 (+4)

Powers

Postcognition: Senses 4 (Postcognition; Uncontrolled)

Psionic
. . Lockdown: Immunity 30 (Will Effects; Limited (to Mental Effects), Noticeable (A blue glow around the eyes and seems to 'leak' into the air when she moves))
. . Psi-Shot: Damage 10 (DC 25; Accurate 2 (+4), Increased Range (ranged), Penetrating 5, Alternate Resistance (Will))
. . Psionic Tricks
. . . . Active Camo: Concealment 10 (All Senses; Selective, Precise; Blending, Limited (Does not effect Machines))
. . . . . . Psi-Sprint: Speed 2 (Alternate; Speed: 8 miles/hour, 120 feet/round; Noticeable (Leaves transparent blue 'after-images'))
. . . . Light Steps: Movement 2 (Safe Fall, Trackless: Visual)
. . . . Limited TK: Move Object 1 (100 lbs.; Increased Range (perception), Subtle 2 (undetectable))
. . . . Psi-Jump: Leaping 4 (Leap 120 feet at 30 miles/hour; Noticeable (Leaves transparent blue 'after-images'))

Telepathy
. . Communication: Mental Communication 2 (Noticeable (A slight blue glow around the eyes))
. . Mind Reading: Mind Reading 8 (DC 18; Noticeable (A slight blue glow around the eyes))

Equipment
Bulletproof Vest, Flashlight, Heavy Pistol, Multi-tool, Restraints, Shotgun, Stun Ammo

Offense
Initiative +1
Grab, +2 (DC Spec 11)
Heavy Pistol, +15 (DC 19)
Limited TK: Move Object 1 (DC 11)
Mind Reading: Mind Reading 8 (DC Will 18)
Psi-Shot: Damage 10, +14 (DC Will 25)
Shotgun, +15 (DC 20 )
Throw, +10 (DC 16)
Unarmed, +6 (DC 16)

Complications
Motivation: Doing Good: Kiku wants the world to be a better place, one where what happened to her would be a thing of the past.
Motivation: Responsibility: Kiku tries to live up to the ideals and goals that Paladin aspired to.

Languages
English

Defense
Dodge 15, Parry 15, Fortitude 13, Toughness 9/0, Will 11

Power Points
Abilities 20 + Powers 63 + Advantages 31 + Skills 48 (96 ranks) + Defenses 48 = 210

Background:
Kiku watched her father shot for protecting her mother and herself from a street mugger while she was 7 years old. The moment after he was shot Paladin had the mugger's gun, and hand, in his steel-like grip though it was too late for Kiku's father as the bullet pierced his heart, killing him instantly. Kiku made a vow to herself that day that she would become the kind of person that could help Paladin to make sure that what happened to her would not happen to anyone else.
At 10 she started studying over public police case files, sometimes marveling at how a few of the files were so detailed that Kiku could 'play out' the whole thing in her mind. By 14 she could normally figure out exactly how they solved the case in the first page of reading the file.
In High School she joined ROTC as an excuse to learn how to shoot a gun and was nearly a marksman by 17, only 2 years since she started.
At 18 she enrolled in police academy, passing the tests and exams that were put in front of her, graduating at the top of her class on track to rise in the ranks to become a Detective when she was 22, a precinct record. However during her second year on the force, when she was 20, she was found to be a metahuman with the ability to glimpse into the past (now her childhood days of playing out the cases made much more sense) and telepathy (she always did know when someone was lying...)
She was sent to The Guardsmen to be trained on the use of her abilities so that then she could be sent back to the precinct to become their first metahuman detective.
While working with The Guardsmen she became friends with a few of their members, and she became good friends with her 'Metahuman trainer' Allure. Allure was able to remove some mental blocks that Kiku had placed, most of them tied to her father's death, that expanded her abilities in new ways. Kiku was able to focus her mental power into a blast or she could perform some other telekinetic feats like speed her bodies movement, leap long distances and even cloak herself from the minds of others, making herself effectively invisible. Her most powerful ability, however, was that she could close off her mind from anyone intruding; creating a psychic wall that no mental effect she has encountered yet could breach.
After her blocks were removed she was able to access her abilities with more power, however that extra power was now making its self visible... around her eyes would glow this pale blue when she used her telepathy or she had a vision, it would become an intense glow and seem to leak into the air around her when she would put up her psychic wall, when she used telekinesis to move her body she would leave faint after-images colored the same pale blue.
Kiku took to a habit of not using her abilities out in the open, she couldn't help the flashes of viewing the past, but everything else she tried to keep hidden away from everyone except for the one who helped her train, Allure. In part for surprise, an enemy wouldn't be expecting her to be able to be invisible if no one knew about it, and in part as a way to keep from being labeled a freak.
Recently she was contacted by Allure and Network after she heard of Paladin's death, they would like her to become an official Guardsmen...

Appearance:
Gender: Female
Age: 25
Height: 5'5"
Weight: 125 lbs
Hair: Black
Eyes: Blue (glows around eyes a pale blue when using Precog or Telepathy, more intense when using Lockdown)
Image
When using Telepathy or Precog.
Image
Image
When using Lockdown.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Last edited by CelticREI on Tue May 10, 2011 9:45 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Build 50 - Lyn & Liz (2E, PL8)

Post by CelticREI » Tue May 10, 2011 8:51 pm

Lyn & Liz

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

STR: +1 (12), DEX: +0 (10), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+7, Fort: +5, Ref: +6, Will: +5

Skills: Acrobatics 10 (+10), Concentration 6 (+6), Disguise 1 (+1/+6*/+11**), Escape Artist 2 (+2), Knowledge (behavioral science) 2 (+2), Knowledge (popular culture) 6 (+6), Language 1 (+1), Notice 8 (+8), Search 8 (+8), Sense Motive 8 (+8), Stealth 4 (+4/+8)
* via Morph 1
** via Morph 2

Feats: Acrobatic Bluff**, Ambidexterity, Attack Focus (melee) 8**, Defensive Roll 4**, Dodge Focus 4**, Equipment 3, Evasion (1**/2***), Improved Initiative (2**/4***), Luck, Move-by Action**, Quick Change 2*, Set-Up, Skill Mastery (Acrobatics, Disguise, Sense Motive, Stealth)
* via Equipment
** via Powers
*** via 'Two Become One'

Powers:

One Becomes Two (Duplication 8) (Heroic, Survival; Mental Link)
. . Two Become One (Linked)
. . . . Morphosis (Morph 1) (Linked; morph: broad group - humanoid, +5 Disguise; Precise)
. . . . Over Land or Sea (Super-Movement 3) (Linked; wall-crawling 2 (full speed), water walking; Limited (while running))
. . . . Really Fast (Speed 4) (Linked; Speed: 100 mph, 880 ft./rnd; Stacks with (Fast (Speed 4+4)))
. . . . Really Quick (Quickness 4) (Linked; Perform routine tasks at 25x speed; Stacks with (Quick (Quickness 4+4)))
. . . . Really Quick Reacting (Enhanced Trait 3) (Linked; Feats: Evasion, Improved Initiative 2)
. . . . Really Quick Strike ((Strength Bonus) Strike 1) (Linked; Autofire (interval 2, max +5) [4 extra ranks], Stacks with (Quick Strike ((Strength Bonus) Strike 1+1)))

Skin-Change (Morph 1) (morph: broad group - humanoid, +5 Disguise; Precise)

SuperSpeed (Linked)
. . Fast (Speed 4+4) (Linked; [Stacking ranks: +4], Speed: 2500 mph, 22000 ft./rnd)
. . Quick (Quickness 4+4) (Linked; [Stacking ranks: +4], Perform routine tasks at 500x speed)
. . Quick Reacting (Enhanced Trait 2) (Linked; Feats: Improved Initiative 2)
. . Quick Strike ((Strength Bonus) Strike 1+1) (Linked; [Stacking ranks: +1]; Autofire (interval 2, max +5) [4 extra ranks], Stacks with (Bo-Staff (Strike 4+1)))
. . Speed Moves (Enhanced Trait 15) (Linked; Traits: Attack Focus (melee) 8 +4 (+8), Feats: Acrobatic Bluff, Defensive Roll 4, Dodge Focus 4, Evasion, Move-by Action)

Equipment:
Costume [Armor, Harmonic Morph, Minor Camouflage, Special Lining]
Dual Bo-Staves [Bo-Staff]

Costume
Armor (Protection 3) (+3 Toughness)
Harmonic Morph (Enhanced Trait 2) (Feats: Quick Change 2, Notes: Only works for Lyn&Liz, as it is just 'piggybacking' their morph abilities)
Minor Camouflage (Enhanced Trait 1) (Traits: Stealth +4 (+8))
Special Lining (Immunity 1) (environmental condition: Friction Heat)

Dual Bo-Staves
Bo-Staff (Strike 4+1) ([Stacking ranks: +1], DC 21; Mighty, Split Attack (2 targets), Accurate (+2), Subtle (subtle), Notes: Subtle is for the fact the Bo-Staves are collapsible and are only about 6 inches long when 'put away')

Attack Bonus: +0 (Ranged: +0, Melee: +4/+8, Grapple: +5/+9)

Attacks: Bo-Staff (Strike 4+1), +10 (DC 21), Unarmed Attack, +8 (DC 16)

Defense: +9 (Flat-footed: +3), Knockback: -3

Initiative: +16

Languages: English, Japanese

Background:
Lyn and Liz came from a military family, always moving around and such to follow around mom and dad and they happened to be in Freedom City (on leave none-the-less) during the Invasion.
The mom was killed during the invasion and the father could only find Katelyn, not her twin Elizabeth, and 'Lyn' was saying some odd stuff about 'Lyn&Liz forever'...
It didn't get much better as the years went by. Lyn keep -insisting- that Liz was still around and sometimes she would even act like she -was- Liz!

After a few months of hearing his daughter say that Liz was 'still with her' their father started going to 'counseling' with Lyn, thinking it a form of PTSD or the like. After years, Lyn was now 9 years old, the father, still hearing his daughter suffering, had her committed to a Mental Institute as a last resort to try and help. Lyn was treated well while there but they, like her dad, also didn't believe her stories of an 'invisible' sister and she was kept lightly medicated (nothing serious, some basic anti-depressants and anti-psychotics). It wasn't until 4 years later, when Lyn was 13, That they gave their father a near mental breakdown when he visited and he saw both Lyn and Liz speaking to one another on her bed. The surprise forced the two back into one body and the father panic'd, asking Lyn where Liz went, Lyn took her father by the hand and started telling him about how she has -always- heard and felt Liz, even having conversations in her head with her sister. Ashamed that he didn't listen to his daughter years ago, he immediately had them discharged and took them home.
It turns out that Lyn and Liz had learned how to split themselves apart just a week before, able to concentrate hard enough to force them to split (they had these urges and feelings that something could happen, but they had no idea what would happen until they split).

The father is the one who called the Albright Institute, wanting to know if they could help his daughters split apart and stay that way. While that was happening, Lyn&Liz were feeling odd... it turns out their powers were being held back by mental blocks (and the medications the mental hospital was giving them). Time started to seem to go slower... and Lyn&Liz got bored... really quickly...
In a flash of papers flying and things being knocked over, Lyn&Liz were now in the living room, watching T.V. ... before their father could say anything they got bored again and were now gone (they went to the Mall) and were back with a few shopping bags of clothes within a few minutes... They moved to Freedom City to be closer to the Institute and it took them a few weeks (and a visit from Next-Gen member Bolt) but they got control over how fast they went and could interact normally with everyone again.
They've been seeing the doctors of Albright for the last 4, nearly 5, years. During so they have been working on splitting and extending the time they may stay split apart, though they still can only do so for about an hour and a half each day, and a bit more recently they learned they could change their appearance, though not their size... they're working on it...


Complications:
Two Minds, One Body As both Lyn and Liz share a body most of the time, things can get rather... odd... such as when they were both dating... different guys...
Time Apart Lyn&Liz can't spend too much time apart, something they are working on, and they normally fuse back together after only an hour and a half apart (though with some focus they can give themselves a bit of extra time)

Appearance:
Gender: Female
Age: 17
Height: 5'2"
Weight: 100 lbs
Hair Color: What week/hour is it? Lyn likes to stick to Reds, Browns and Blacks and Liz likes to use Greens, Blues and Blacks (Naturally light/mid Brown)
Eye Color: As they can change them this isn't set, they like the colors Blue and Gray. (Naturally Brown)

Liz
Image

Lyn
Image

Totals: Abilities 2 + Skills 14 (56 ranks) + Feats 11 + Powers 67 + Combat 10 + Saves 16 + Drawbacks 0 = 120


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Last edited by CelticREI on Tue May 31, 2011 5:47 pm, edited 2 times in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
Luminary
Luminary
Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Build 51 - Owl

Post by CelticREI » Tue May 10, 2011 8:53 pm

Image

Owl - PL 10

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

Advantages
Accurate Attack, Agile Feint, Close Attack 6, Defensive Attack, Equipment 10, Evasion 2, Hide in Plain Sight, Languages 1, Leadership, Luck 2, Move-by Action, Power Attack, Ritualist, Set-up, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Takedown, "Titan Family"*, Trance, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 1 (+2), Expertise: Magic 4 (+8), Insight 7 (+10), Perception 7 (+10), Ranged Combat: Utility Belt 9 (+10), Sleight of Hand 2 (+3), Stealth 6 (+10)

Powers
Bird Mage (Advantages: Luck 2, Ritualist, Trance)
. . Magic Senses: Senses 5 (Awareness: Magic, Detect: Magic 2: ranged, Radius: Awareness Magic, Radius: Detect Magic)
. . Quick Study: Quickness 3 (Perform routine tasks in -3 time ranks; Innate; Limited to One Task: Ritual Design Time, Notes: Ritual Design Time is 30 minutes per pp instead of 4 hours per pp, Casting time is still 10 minutes per pp.)
. . Shadow Skip: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Turnabout, Accurate; Medium: Shadows)

Words of Power Array
. . Focus.
. . . . Expand the Senses: Senses 4 (Analytical: Awareness Magic, Analytical: Detect Magic, Extended: Awareness Magic 1: x10, Extended: Detect Magic 1: x10; Stacks with: Magic Senses: Senses 5; Distracting)
. . . . Know the Message: Comprehend 2 (Languages - Read All, Languages - Understand All)
. . Form.: Create 5 (Volume: 30 cft., DC 15; Increased Duration: continuous, Stationary, Movable; Custom: Floating Flaw (Proportional or Distracting), Diminished Range 2)
. . Slice.: Damage 4 (DC 19; Secondary Effect [6 extra ranks], Variable Descriptor 2: broad group - Magical (Shadow, Fire or Ice) Elemental with (Bludgeoning, Piercing or Slashing) descriptors, Stacks with: Owl Talons: Strength-based Damage 5; Inaccurate 2: -4)
. . Soar.: Damage 2 (DC 17; Homing 2: 2 extra attempts, Ricochet 2: 2 bounces, Variable Descriptor 2: broad group - Magical (Shadow, Fire or Ice) Elemental with (Bludgeoning, Piercing or Slashing) descriptors, Increased Range: ranged, Multiattack, Stacks with: Owl'rang: Strength-based Damage 3; Inaccurate: -2)
. . Strike.: Damage 2 (DC 17; Affects Insubstantial 2: full rank, Reach (melee) 2: 10 ft., Variable Descriptor 2: broad group - Magical (Shadow, Fire or Ice) Elemental with (Bludgeoning, Piercing or Slashing) descriptors, Multiattack, Stacks with: Escrima Sticks: Strength-based Damage 5; Inaccurate: -2)

Owl Cloak
Armor: Protection 4 (+4 Toughness)
Owl Eyes: Senses 3 (Counters Concealment: Smoke, Infravision)
Owl Talons: Strength-based Damage 5 (DC 21; Accurate 2: +4, Penetrating 5)
. . Glider: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Subtle 2: undetectable; Gliding)

Utility Belt (Array)
Bolos: Cumulative Affliction 4 (1st degree: Hindered, Impaired, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 14; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Accurate 3: +6, Cumulative, Multiattack; Limited Degree)
Escrima Sticks: Strength-based Damage 5 (DC 21; Multiattack, Split: 2 targets, Accurate 2: +4)
Explosive Owl'rang: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Increased Range: ranged, Triggered 3: 4 uses - Immediate, 6 Seconds (1 Turn), 12 Seconds (2 Turns), 30 Seconds (5 Turns))
Flash Grenade: Cumulative Burst Area Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 17; Alternate Resistance (Dodge), Increased Range: ranged, Burst Area: 30 feet radius sphere, Cumulative; Limited: to Vision)
Owl'rang: Strength-based Damage 3 (DC 19; Increased Range: ranged, Multiattack, Accurate 3: +6)
Owl-line:
. . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed; Linked: Speed: Speed 2)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round; Linked: Movement: Movement 3)
Smoke Grenade: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Attack: Dodge, Cloud Area 2: 30 feet radius sphere, Increased Range: ranged)


Equipment
Owl Cloak [Armor, Owl Eyes, Owl Talons]
Utility Belt (Bolos, Escrima Sticks, Explosive Owl'rang, Flash Grenade, Owl'rang, Owl-line, Smoke Grenade)

Offense
Initiative +4
Bolos: Cumulative Affliction 4, +16 (DC Dog/Fort 14)
Escrima Sticks: Strength-based Damage 5, +14 (DC 21)
Explosive Owl'rang: Burst Area Damage 6 (DC 21)
Flash Grenade: Cumulative Burst Area Affliction 7 (DC Dog/Fort 17)
Grab, +8 (DC Spec 11)
Owl Talons: Strength-based Damage 5, +14 (DC 21)
Owl'rang: Strength-based Damage 3, +16 (DC 19)
Slice.: Strength-based Damage 9, +10 (DC 25)
Smoke Grenade: Cloud Area Concealment Attack 4 (DC Dog 14)
Soar.: Strength-based Damage 5, +14 (DC 21)
Strike.: Strength-based Damage 7, +12 (DC 23)
Throw, +1 (DC 16)
Unarmed, +8 (DC 16)

Complications
Motivation: Responsibility: Owl was trained by Raven and Nightwing, as such she has a lot of personal heroes to make proud.
Power Loss: If unable to speak she can't access her Words of Power array. (She doesn't need to speak -loud- as many Power Words she uses by speaking them softly)
Rivalry: SunTail

Languages
English, Latin

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 7, Will 13

Power Points
Abilities 40 + Powers 32 + Advantages 31 + Skills 21 (42 ranks) + Defenses 32 = 156


Background:
The young woman who would one day become the hero known as Owl started an unassuming life. Raised by caring parents in Gotham City where she would have become a Gymnast had it not been for the auto accident that took her mother's life.
Her father, unsure of what to do with his guiding light of a wife now gone, took his 9 year old daughter and himself back to where he grew up, Blüdhaven. Life was a bit harder in Blüdhaven, it having not been the place that Owl's father remembered. They had spent all their money to get to a place to end up saving money to be able to get out of that same spot.
Nearly a year after Owl and her father came to Blüdhaven they were held at gunpoint while walking home from seeing a movie. Had Nightwing not came to their rescue Owl's story might have ended there, but as luck would have it the 10 year old girl and her father were saved thanks to Blüdhaven's only hero.
Cliche as it sounds, Owl was smitten by her dashing savior, creating fantasies over her and Nightwing fighting crime together and growing old and getting married (never-mind the fact that she is a good 15-20 years younger than him). To that end she resumed her gymnastics training, waiting for the day she could join her 'love'.

One Year Later she was ready to start 'patrolling' (going out to try and watch Nightwing) and she actually was able to stop a small time purse snatcher... unfortunately she got cocky after that; trying to stop a night-time bank theft and getting caught, she was moments away from the thieves doing something horrible when Nightwing came flying down and together Nightwing and the young Owl took out the robbers in a quick fight. A fight which would be very memorable to both crime-fighters involved as during the scuffle Owl was able to create a pair of Eskrima Sticks made out of ice...
After the thieves were rounded up and the police on their way, Nightwing spoke to the young girl, memories of Tim fresh on his mind, stating how dangerous living the life of a hero is and how young kids shouldn't be put through the pain that heroes go through. He also said that he knew a mage without proper training could lead to another doomsday scenario... Nightwing brought Owl to the Maven of Magic, Raven, for proper training.
Spending a few months with the mage donned in purple and black to learn how to restrain her magic from flaring on its own, Raven noted that her young apprentice was a fast learner and soon sent Owl back to Nightwing for the beginning of her training, honing her physical body.

Owl spent 2 years with Nightwing, learning the tricks of the trade such as how to balance right when using a grappling hook, what areas to hit to knock someone out without having to be super strong like Superman, better ways to tumble while in combat... things that would help her stay alive.
While she was learning the physical, Raven was giving her the basics of the Meta-physical. Teaching her Latin as many spells were written in it, how to perform minor evocations and how not to be blown up by them if they go wrong.
Owl, now 14 years old, could be inducted into a Teen Titans branch officially and would have chosen one close to Nightwing had he not been promoted in ranking within the JLA. Now with next to no time for anything beyond JLA business Owl joined the Raven-Guard to be close to her other mentor and continue her training.
It was then that Owl met her future rival and near nemesis, the mage going by the name "SunTail". The two young mages were almost destined to be on opposite sides of one another, Owl had control of Shadow, SunTail created Light, Owl learned to sneak amongst the night, SunTail strode in the open and spoke publicly more than engaged in combat. This rivalry only strengthened when Owl was chosen as a candidate for joining the Jump City branch of the Teen Titans only a year and a half after she joined the Raven-Guard. Rumors persist that Raven is preparing Owl to become her successor.

Only time will tell if they are true...

Appearance:
Gender: Female
Age: 16
Height: 5'0"
Weight: *Smack upside the head* (105lbs)
Hair: Gray
Eyes: Gray

Facts about Owl:
-She 'sleeps' in 3 two-hour naps throughout the day her first at 4:00-6:00, second from 12:00 to 14:00 and last at 20:00-22:00, her reasoning is that this way she'll be ready for a fight no matter what time of day it is, easily shifting one of the naps back an hour or two if a fight runs through its time.
-She feels a little rejected by Nightwing, as she only was able to get through her fighting and stealth training before he had to report as a full JLA member (and thus leave her to Raven's care) and she didn't get into her computer hacking, lock-picking, entanglement, or other training he was planning on giving her.

Intro

"Ah Rae I really don't have to do this rig..." she looks out at the rest of the people and blushes "Mistress Raven has asked me to introduce myself, I am called Owl..." her eyes shrink to slits while she looks at Beast Boy who is visiting "Or Mistress Owl." and just like that her eyes are back to round globes and almost seem chipper "I'll be your resident Mage and performer of magical butt kic..." she glances at Raven then back to the rest of the team "Resident Mage will do..."

Week One...

--Day 2
Owl's guide to magical cooking, Part 1: "Food that causes its consumer to have a high ranging voice, much like a munchkin from a certain Wizard movie, is an excellent ice breaker."

--Day 4
*A Note attached to the fridge*
"To the person who keeps drinking from the carton, I put a spell on the lip of the container to turn your tongue purple for an undetermined amount of time. Enjoy the experience. Use a glass."

--Day 6
*Note attached to the TV*
"Truce, whomever is the one with the purple tongue, like we -don't- know who you are, whom has been making sure my spell books end up in odd places in the middle of the night... truce."

Personality:
Owl is normally a sarcastic jokester who likes to use her magic abilities to perform pranks and to have fun in her life, notice the "normally" at the beginning of the sentence; if Nightwing or Raven is around then she acts much more ridged, leader-ly... boring...


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Change/XP Log wrote: The First Week: +1pp. Spent on something but was wrapped up into the remix...
Episode 1 "Next": +5pp. Spent on: +2 Expertise Magic, Leadership, Uncanny Dodge, +2 Close Attack (And subtracted 1 Accurate from both Owl Talons and Eskrima Sticks to not go over caps), Took Close Attack 8+Parry 13+Fighting 2 and made them more evened: They are now Close Attack 6+Parry 13+Fighting 4. Still comes to the same pp total and the same Parry and Melee combat accuracy, she's now not 'back-loaded' with the Close Attack Advantage. Showing the same amount of 'skill' in fighting, just a more broad understanding of it.
Last edited by CelticREI on Mon Jun 06, 2011 11:02 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
Luminary
Luminary
Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Build 52 - Truth "Tru" Willow Irene Nicholas (2E, PL8)

Post by CelticREI » Tue May 10, 2011 8:59 pm

Truth "Tru" Willow Irene Nicholas

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

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+7, Fort: +6, Ref: +7, Will: +5

Skills: Acrobatics 9 (+10), Concentration 3 (+3), Disguise 5 (+5/+20), Escape Artist 5 (+6), Language 3 (+3), Notice 8 (+8), Search 8 (+8), Sense Motive 8 (+8), Stealth 7 (+8)

Feats: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Focus (melee) 8, Challenge - Improved Feint, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Equipment 1, Evasion, Grappling Finesse, Martial Strike 3, Monkey Climber, Move-by Action, Prone Fighting, Set-Up, Skill Mastery (Acrobatics, Disguise, Sense Motive, Stealth), Takedown Attack 2, Tiger Leap, Two-Handed Attack

Powers:

Duplication 8 (Heroic, Survival; Mental Link)
. . Ghostly Duplicate (ESP 4) (Alternate; affects: all types; Simultaneous; Noticeable)

Morph 3 (morph: broad group - humanoid, +15 Disguise; Precise)

Equipment: Undercover Vest

Attack Bonus: +0 (Ranged: +0, Melee: +8, Grapple: +9)

Attacks: Unarmed Attack, +8 (DC 18)

Defense: +9 (Flat-footed: +3), Knockback: -3

Initiative: +1

Languages: Arabic, English, Japanese, Spanish

Background:
"Tru" as she likes to be called is the daughter of Gunnery Sergeant Jack "the ripper" Nicholas of the US Marines. Born in Oceanside, CA while her father was in Camp Pendleton, Truth received her name because of an unfortunate occurrence. She was going to be one girl of a pair of twins to be born though because of complications her sister died during child birth. Tru was rushed out of the delivery room because of post-birth complications, the doctor later telling them "The Truth is, that girl is lucky to be alive herself." thus she was named "Truth" for her luck, and "Willow and Irene" for the two daughters the family had planned on having. Truth Willow Irene Nicholas, it wasn't until a year or so later that they realized her initials but found it an amusing coincidence.
Tru's childhood was pretty typical of a military brat, moving all over the States to be close to her father's latest post and even moving around the world when he was overseas. Tru tended to keep to herself, not liking the idea of moving away from friends when her dad had to change posts so she just didn't try to make friends. One thing she did start liking though, was languages and fighting styles. Encouraged by her mother, Tru began to learn the different languages of places that she spent time in, when he was in Japan Tru learned Japanese, some time in Spain and she learned some decent Spanish and her father's time in Iraq (this was -right- before the war) gave her time to study Arabic. It was while she was in Japan that she began to take an interest in martial arts, this time encouraged by her father, and so while she learned how to speak like the locals she also learned how to fight like them. Shao-lin "kung fu" and karate while she was in Japan, Keysi Fighting Method while in Spain and Krav Maga while in Iraq. Tru is an agile fighter, using her quick speed and small body to dodge in and out, waiting to strike pressure points and her father was very much looking forward to the day Tru turns 18 so she could enlist.
Tru, on the other hand, doesn't plan on enlisting. She has dreams of setting up her own dojo and perfecting a blend of arts into her own style to teach there, a dream she has tried in vain to tell her father. In addition, Tru has began to show another common trait many Military brats have; a streak of rebellion. It started when she was 13, coming home with the tops of both ears pierced, followed by her dying her hair pink a few months later (and a new color every other week since then, continuing even today), always just a minor rebel-like thing but she keeps them up. Her father Jack would give her punishments each time, even though it didn't seem they were working (The second time Tru dyed her hair, Jack shaved her head. Tru used it to grow out a Mohawk.) and its almost become a game to the two of them, Tru doing something to rebel and Jack doing something to punish her, never anything serious from either side and father and daughter get along fine in every other way.
Tru is pretty hard to define in any "High School clique's", she dresses alternately as a "Punk", "Rocker" or sometimes "Goth" (she even tried "Emo" once, but as her personality is -way- to energetic she gave it up) though her attitude is often the opposite of what one would expect given her dress; energetic borderline sometimes on hyper, happy and positive, helps out around school... one of her friends once described her as "The Alt Jock", and was promptly given a charlie-horse.
The one thing that never really seems to change is how Tru acts around her father. Acting more akin to a recruit under his command, she stands tall and looks Jack in the eye when speaking to him, calling him "Sir" (and not in a sarcastic way) and keeping any promise she makes to him. Some people find it bizarre how she flips nearly a 180, while her good friends understand it for who Tru is, not a person who can be defined in a single word.

Complications:
Addiction: Smoking. Tru knows it doesn't help her martial arts, and plans to quit 'someday', but it is one of the less favorable things she has done to rebel.
Quirk: Hotheaded. One thing Tru can't stand is when a guy tells her she can't do something "because she's a girl" or because of her height/weight, sometimes going to unsafe lengths just to prove she is good as 'the guys'

Appearance:
Gender: Female
Age: 17
Height: 5'2"
Weight: 100 lbs
Hair Color: What week is it? (Naturally light/mid Brown)
Eye Color: They shift from Dark Blue to Green
Image

Totals: Abilities 2 + Skills 14 (56 ranks) + Feats 36 + Powers 41 + Combat 10 + Saves 17 + Drawbacks 0 = 120


Created With Hero Lab® - try it for free at http://www.wolflair.com!
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Celt's Builds - Upcoming: 6ix.

Post by CelticREI » Sun Jun 12, 2011 11:15 pm

I'm working on rebuilding my New Warriors builds but I'm hitting a lull in wanting to do it, so I am resparking my creativity by creating a 'counter-team' to my team Se7en most aptly named "6ix"
I've already done their builds, I'm just working on small blurbs on each of them, as I am working again it might take a wee bit but I should have them up within a week or so.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Celt's Builds - Upcoming: 6ix.

Post by Porcupine » Mon Jun 13, 2011 7:51 am

I like your Kiku Matsu and Owl characters... Kiku Matsu concept is sure cool !! As for Owl, being a prankster AND a mage ?! Wonderful, I want to try that in a game, if the GM allows it LOL ;)
THE JOKER: Insanity is the same as gravity: all it need is a little push

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Re: Celt's Builds - Upcoming: 6ix.

Post by CelticREI » Mon Jun 13, 2011 10:25 am

Porcupine wrote:I like your Kiku Matsu and Owl characters... Kiku Matsu concept is sure cool !! As for Owl, being a prankster AND a mage ?! Wonderful, I want to try that in a game, if the GM allows it LOL ;)
hehe thank ye, they are both ideas I got from combining characters. Kiku I got after thinking how cool it would be to combine Batman with his 'predecessor' The Shadow (so a damn good detective with mental powers) and Owl is a combination of her mentors, Robin I/Nightwing (more so him from the new Young Justice cartoon) and Raven (though more so Raven from the Teen Titans cartoon than the one from the comics). I really like how I made her abilities work off of her Equipment, being able to enhance one of them (though not in game breaking ways) at a time.
I try to make characters that are interesting spins off an archtype and combining characters from different archtypes is a good way to do so ^_^
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Celt's Builds - Upcoming: 6ix.

Post by FuzzyBoots » Mon Jun 13, 2011 11:40 am

CelticREI wrote:I'm working on rebuilding my New Warriors builds but I'm hitting a lull in wanting to do it, so I am resparking my creativity by creating a 'counter-team' to my team Se7en most aptly named "6ix"
^_^ Credit a slightly deranged mind, but I keep reading that team name as 69 (ix being 9 in Roman numerals, at least if capitalized).

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Re: Celt's Builds - Upcoming: 6ix.

Post by CelticREI » Mon Jun 13, 2011 5:40 pm

FuzzyBoots wrote:
CelticREI wrote:I'm working on rebuilding my New Warriors builds but I'm hitting a lull in wanting to do it, so I am resparking my creativity by creating a 'counter-team' to my team Se7en most aptly named "6ix"
^_^ Credit a slightly deranged mind, but I keep reading that team name as 69 (ix being 9 in Roman numerals, at least if capitalized).
lol I hadn't thought of that, though this is an all female team, which brings up interesting questions if ye go along your mind's route...

Quick Edit: and aye, after making 6ix I -do- plan on eventually making Fiv5, 4our, Thr3e, 2wo and a character named "The 1". Why? Because I'm a fan of themes and horrible puns. ;)
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Build 53 - Gekko (6ix)

Post by CelticREI » Mon Jun 13, 2011 10:52 pm

Gekko - PL 11

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

Advantages
Attractive, Close Attack 6, Fascinate (Deception), Favored Environment: Very Bright Light, Improved Critical: Fury of Light: Strength-based Damage 8, Improved Initiative, Languages 1

Skills
Acrobatics 2 (+4), Close Combat: Fury of Light 2 (+7), Close Combat: Strobe Slash 1 (+6), Deception 8 (+10), Insight 4 (+8), Investigation 1 (+1), Perception 11 (+15), Treatment 3 (+3)

Powers
Flash Step: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
Light Aura: Enhanced Trait 18 (Traits: Toughness +6 (+8), Dodge +6 (+14), Parry +6 (+14); Sustained)
Light Lance: Line Area Damage 8 (DC 23; Line Area (5 feet wide by 30 feet long): 5 feet wide by 30 feet long)
. . Daylight Dance: Environment 2 (Alternate; Light, Light (Bright), Radius: 60 feet)
Moonbeam Sword
. . Fury of Light: Strength-based Damage 8 (DC 24; Affects Insubstantial 2 (full rank): full rank, Multiattack)
. . Light Arc: Cone Area Damage 11 (DC 26; Affects Insubstantial 2 (full rank): full rank, Cone Area (60 feet cone): 60 feet cone)
. . Strobe Slash: Cumulative Affliction 10 (1st degree: Vision Impaired, 2nd degree: Vision Disabled, 3rd degree: Vision Unaware, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge), Cumulative, Multiattack, Reach (melee) 4 (20 ft.): 20 ft.)

Offense
Initiative +6
Fury of Light: Strength-based Damage 8, +13 (DC 24)
Grab, +11 (DC Spec 11)
Light Arc: Cone Area Damage 11 (DC 26)
Light Lance: Line Area Damage 8 (DC 23)
Strobe Slash: Cumulative Affliction 10, +12 (DC Dog/Fort 20)
Throw, +0 (DC 16)
Unarmed, +11 (DC 16)

Complications
Phobia: Gekko is afraid of Demons and other 'underworld' creatures (imps, grimlins, etc)
Power Loss: Gekko loses access to her Moonbeam Sword array if she does not have a sword hilt to help direct and focus her abilities.

Languages
English, Japanese

Defense
Dodge 14/8, Parry 14/8, Fortitude 10, Toughness 8/2, Will 12

Power Points
Abilities 32 + Powers 80 + Advantages 12 + Skills 16 (32 ranks) + Defenses 25 = 165

Background:
Gekko is able to create and channel sunlight through objects, normally a sword hilt which she keeps two on her person at nearly all times, with amazing accuracy.
Brought into 6ix through her younger sister Kyanbasu after Gekko revealed her abilities to save Kyanbasu from an Oni attack. It was during this attack that Gekko began her phobia of 'underworld' creatures such as Oni and other Demons because of how manic and frightening the encounter was. As such Gekko and Yami have an... interesting relationship in the team...

Image


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*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Build 54 - Karasu (6ix)

Post by CelticREI » Mon Jun 13, 2011 10:54 pm

Karasu - PL 11

Strength 4, Stamina 4, Agility 3, Dexterity 3, Fighting 6, Intellect 4, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Attractive, Close Attack 6, Equipment 3, Evasion, Power Attack, Startle, Takedown, Uncanny Dodge

Skills
Acrobatics 12 (+15), Athletics 3 (+7), Deception 4 (+6), Insight 9 (+11), Intimidation 1 (+13/+3), Perception 9 (+11), Persuasion 11 (+3/+13), Stealth 12 (+15), Vehicles 1 (+4)

Powers
Clawed Gauntlet (Removable)
. . Razor-Wire Claws: Strength-based Damage 6 (DC 25; Multiattack [4 extra ranks], Reach (melee) 3 (15 ft.): 15 ft.)
. . . . Movement: Movement 2 (Alternate; Swinging, Wall-crawling 1: -1 speed rank)
Alt-Device:
. . 2-Ring Demon Sword (Alternate; Easily Removable)
. . . . Sword Slice: Strength-based Damage 6 (DC 25; Affects Insubstantial (half ranks): half ranks, Penetrating 10, Reach (melee) (5 ft.): 5 ft.)

Peak-Human Condition
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour; Innate)
. . . . Speed: Speed 1 (Alternate; Speed: 4 miles/hour, 60 feet/round; Innate)
. . Quickness: Quickness 1 (Perform routine tasks in -1 time ranks; Innate)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Smoke Bomb: Feature 1 (Activation (move action): move action, Notes: as Quick Change)

Equipment
Karasu Cloak [Cloak Flair]
Cloak Flair: Movement 1 (Safe Fall)

Karasu Suit [Armored, Scary]
Armored: Protection 5 (+5 Toughness)
Scary: Enhanced Trait 0 (Traits: Attractive -1 (+1), Persuasion -10 (+3), Intimidation +10 (+13), Advantages: Startle)

Misc Equipment - 5ep worth

Offense
Initiative +3
Grab, +12 (DC Spec 14)
Razor-Wire Claws: Strength-based Damage 6, +12 (DC 25)
Sword Slice: Strength-based Damage 6, +12 (DC 25)
Throw, +3 (DC 19)
Unarmed, +12 (DC 19)

Complications
Honor: Karasu has an odd set of morals and honor codes. Such as she has no problem sneaking up and attacking from the shadows, but if she is challenged to a duel she fights fair (unless the other side cheats, then she ends the fight quickly in payment of them staining her and their honor).
Identity: No one, especially Se7en, knows that Lei is really Karasu!

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 11, Toughness 9, Will 11

Power Points
Abilities 56 + Powers 28 + Advantages 17 + Skills 31 (62 ranks) + Defenses 33 = 165

Background:
A good friend of Shriek and Wing, what they would do if they found out... which is why she makes sure they -don't-.
The only 'non-meta' of 6ix, Karasu trains hard every day to keep up her strength and body, how else would one expect to tangle with people who can resist bullets or move faster than a car! She is helped by the mysterious benefactor behind 6ix by having access to a few mystical artifacts (such as the 2-ring Demon Sword)

Image


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*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Build 55 - Kyanbasu (6ix)

Post by CelticREI » Mon Jun 13, 2011 10:56 pm

Kyanbasu - PL 11

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 7, Presence 5

Advantages
Artificer, Extraordinary Effort, Favored Environment: One she has 'made' (altered), Languages 3, Second Chance: Failed Expertise: Art roll

Skills
Acrobatics 1 (+1), Athletics 1 (+1), Expertise: Art 12 (+15), Insight 3 (+10), Perception 6 (+13), Persuasion 3 (+8)

Powers
Haiku Armor
. . One Day I Wandered: Enhanced Trait 4 (Traits: Dodge +4 (+7); Sustained)
. . Through a Deep Forest of Life: Protection 15 (+15 Toughness; Sustained)
. . And Found Myself There.: Enhanced Trait 4 (Traits: Parry +4 (+7); Sustained)

Paint Reality
. . Alter Landscape: Transform 11 (Affects: Anything, Transforms: 1600 lbs., DC 21; Increased Range 2 (perception): perception; Check Required 10 (DC 20 - Expertise: Art): DC 20 - Expertise: Art)
. . Artist's Addition: Create 11 (Volume: 2000 cft., DC 21; Increased Range (perception): perception, Innate, Movable, Stationary, Subtle (look natural): look natural; Check Required 5 (DC 15 - Expertise: Art): DC 15 - Expertise: Art, Permanent)
. . Brushstroke: Damage 11 (DC 26; Increased Range 2 (perception): perception, Precise; Check Required 5 (DC 15 - Expertise: Art): DC 15 - Expertise: Art)
. . Entangling Brushmarks: Shapeable Area Affliction 11 (1st degree: Hindered, Impaired, 2nd degree: Defenseless, Immobile, 3rd degree: Paralyzed, Unaware, Resisted by: Fortitude, DC 21; Alternate Resistance (Dodge), Shapeable Area (30 feet, cubic): 30 feet, cubic, Extra Condition, Increased Range 2 (perception): perception, Selective; Check Required 5 (DC 15 - Expertise: Art): DC 15 - Expertise: Art)
. . Move Model: Move Object 11 (50 tons; Increased Range (perception): perception; Check Required 5 (DC 15 - Expertise: Art): DC 15 - Expertise: Art)

Offense
Initiative +0
Alter Landscape: Transform 11 (DC Dog 21)
Brushstroke: Damage 11 (DC 26)
Entangling Brushmarks: Shapeable Area Affliction 11 (DC Dog/Fort 21)
Grab, +0 (DC Spec 10)
Move Model: Move Object 11 (DC 21)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Disability: Kyanbasu is mostly Autistic, living around 80% of her day to day life in her own world within her head (using her abilities to bring it -out- pretty often)
Power Loss: Kyanbasu needs something to draw with to access her powers, though anything will do in a pinch she doesn't have full ranks if the utensil isn't something proper like a pen, pencil or brush.

Languages
Chinese (Mandarin), English, Japanese, Korean

Defense
Dodge 7/3, Parry 7/3, Fortitude 7, Toughness 15, Will 15

Power Points
Abilities 30 + Powers 94 + Advantages 7 + Skills 13 (26 ranks) + Defenses 21 = 165

Background:
Kyanbasu was born Autistic, living nearly her entire life inside her head and her body running on 'autopilot', that is, until she manifested her abilities and brought the dream-world of her mind into the real world. The more she alters a landscape the more 'here' she is, completely 'removing' her Autism once the land around her is completely made over in her minds-eye image.
She was recruited into 6ix a full 5 months before her older sister (Gekko), Karasu having seen Kyanbasu subtly altering her surroundings while at a park, something that Kyanbasu does nearly consistently.

Image


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*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Build 56 - Reddo & Howaito (6ix)

Post by CelticREI » Mon Jun 13, 2011 10:57 pm

Reddo - PL 11

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

Advantages
Agile Feint, Animal Empathy, Attractive, Benefit, Cipher 2, Close Attack 5, Defensive Roll 4, Diehard, Evasion, Great Endurance, Languages 1, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Tracking

Skills
Acrobatics 4 (+7)

Powers
Inner Beast: Variable 8 (Action (move): move, Precise; Custom Flaw: Beast Within*, Limited (One animal traits at a time): One animal traits at a time, Notes: Limiting Descriptor: Physical changes to her body only
)
Summon Howaito: Summon 8 (Heroic, Mental Link)

Offense
Initiative +3
Grab, +10 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +10 (DC 19)

Complications
Beast Within: Each time Reddo changes her body she must make a DC15 Int check. If she succeeds than nothing adverse happens, if she fails by 1 degree she is Impaired and must make a DC10 Int check to perform an action that isn't directly attacking an enemy, this lasts until she changes again and she makes a new check. If she fails the DC15 check by 2 or more degrees she is Uncontrollable and attacks anything around herself except Howaito. Each turn she may make another DC15 Int check to snap out of her fury. Reddo only gains an HP from this complication if she fails the DC15 check by 2 or more degrees.
Motivation: Acceptance: Reddo wants nothing more than to be accepted and being part of 6ix gives her a bit of that.

Languages
English, Japanese

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 8/4, Will 7

Power Points
Abilities 42 + Powers 82 + Advantages 21 + Skills 2 (4 ranks) + Defenses 18 = 165

Background:
Reddo is a Wild Child, literally. One of the Meta-Humans that is born with their powers, she gained 'monster' traits (really it was just lion traits) a few short moments from her birth and upon crying out Howaito appeared, inside the delivery room, grabbed Reddo in his mouth and ran out of the hospital.
She grew up in the wild forests and jungles surrounding her birth city until she 'met' a young girl (Kyanbasu) who had just joined 6ix. The Autistic child and the Wild child were able to subtly understand one another and slowly Reddo learned both Japanese and English from Kyanbasu writing upon the air using her abilities.
She is built as a PL8 defensively and PL7 Offensively but through her "Inner Beast" she can raise up to hit PL11 caps fairly well.

Image


Howaito - PL 8

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

Advantages
Agile Feint, All-out Attack, Close Attack 6, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Evasion, Fearless, Great Endurance, Improved Initiative 2, Interpose, Power Attack, Startle, Tracking, Uncanny Dodge

Skills
Acrobatics 12 (+14), Athletics 12 (+14), Intimidation 14 (+14), Perception 10 (+13), Stealth 6 (+8)

Powers
Claw Swipe: Strength-based Damage 6 (DC 23; Penetrating 6)
Read Body Language: Feature 1 (Notes: Howaito uses Perception instead of Insight to resist feints and tricks.)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Innate)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour; Innate)

Offense
Initiative +10
Claw Swipe: Strength-based Damage 6, +8 (DC 23)
Grab, +8 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)

Complications
Disability: Unable to speak anything but 'body language' and likewise unable to understand anything but the same
Temper: Mess with Reddo. He dares ya.

Languages
Body Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6/2, Will 8

Power Points
Abilities 24 + Powers 18 + Advantages 24 + Skills 27 (54 ranks) + Defenses 27 = 120

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: Build 57 - Tatsumaki (6ix)

Post by CelticREI » Mon Jun 13, 2011 10:59 pm

Tatsumaki - PL 11

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

Advantages
Benefit, Diplomatic Immunity, Defensive Roll 2, Fascinate (Persuasion), Languages 1

Skills
Deception 9 (+13), Insight 12 (+14), Intimidation 1 (+5), Perception 8 (+10), Persuasion 12 (+16)

Powers
Five Wind Forms
. . Control Projectile: Deflect 11 (Redirection, Reflect)
. . In the Breach: Cumulative Cylinder Area Affliction 9 (1st degree: Dazed, Fatigued, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 19; Cylinder Area (30 feet cylinder): 30 feet cylinder, Cumulative, Extra Condition, Increased Duration (concentration): concentration, Increased Range (ranged): ranged)
. . Twister-Sister: Cylinder Area Damage 11 (DC 26; Cylinder Area 2 (60 feet cylinder): 60 feet cylinder, Increased Duration (concentration): concentration, Increased Range (ranged): ranged, Split (2 targets): 2 targets)
. . Wind Slash: Line Area Damage 11 (DC 26; Line Area 2 (5 feet wide by 60 feet long): 5 feet wide by 60 feet long)

Gust: Flight 1 (Speed: 4 miles/hour, 60 feet/round)

Wind Armor: Protection 8 (+8 Toughness; Sustained)

Wind-Song Fan (Easily Removable)
. . Control: Feature 11 (Notes: Adds "Selective" to any power in the "Five Wind Forms" Array.)

Offense
Initiative +2
Grab, +2 (DC Spec 10)
In the Breach: Cumulative Cylinder Area Affliction 9 (DC Fort 19)
Throw, +1 (DC 15)
Twister-Sister: Cylinder Area Damage 11 (DC 26)
Unarmed, +2 (DC 15)
Wind Slash: Line Area Damage 11 (DC 26)

Complications
Motivation: Patriotism: Tatsumaki believes she is doing what she does for the good of Japan (if it truly -is- or not has not been revealed)
Responsibility: Tatsumaki is the daughter of a high ranking Japanese Diplomat, as such she has many duties and gatherings to attend to.

Languages
English, Japanese

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 11/1, Will 12

Power Points
Abilities 26 + Powers 76 + Advantages 5 + Skills 21 (42 ranks) + Defenses 37 = 165

Background:
Tatsumaki is the daughter of a high ranking Japanese diplomat and is a known Meta-Human, both put stresses on her life in different ways, the stress of having to 'perform' to her best when dealing with people her father interacts with and the stress of being a 'creature' in many people's eyes (her mother included)
It was through her father that 'Tatsu' was introduced to Karasu and invited to join 6ix, her father's reasoning is unclear though he has hinted at it being a chance for her to do her own 'great things' for Japan.

Image


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
Luminary
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Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Re: Build 58 - Yami (6ix)

Post by CelticREI » Mon Jun 13, 2011 11:00 pm

Yami - PL 11

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 3, Presence 0

Advantages
Accurate Attack, All-out Attack, Close Attack 8, Defensive Attack, Fearless, Improved Initiative 4, Instant Up, Power Attack, Ritualist, Trance

Skills
Acrobatics 4 (+4), Athletics 4 (+4), Deception 6 (+16/+6), Insight 3 (+16/+6), Intimidation 6 (+16/+6), Perception 4 (+7), Stealth 6 (+6)

Powers
Oni Possessed: Enhanced Trait 41 (Traits: Fortitude +8 (+15), Deception +10 (+16), Insight +10 (+16), Intimidation +10 (+16), Advantages: Accurate Attack, All-out Attack, Close Attack 8, Defensive Attack, Fearless, Improved Initiative 4, Power Attack, Trance)

Oni Rage (Activation: Standard Action)
. . Enhanced Ability: Enhanced Strength 14 (+14 STR; Fades)
. . Strength Effect 14 (Alternate Resistance (Fortitude): Fortitude, Multiattack, Penetrating 14, Secondary Effect)

Shadow Shield
. . Day Shield: Enhanced Trait 37 (Traits: Dodge +15 (+15), Parry +15 (+15), Toughness +7 (+7); Sustained; Limited (Only during the Daylight hours): Only during the Daylight hours)
. . Night Shield: Enhanced Trait 34 (Traits: Dodge +7 (+7), Parry +7 (+7), Toughness +15 (+15), Stealth +10 (+16); Sustained; Limited (Only during the Night-time hours): Only during the Night-time hours)

Offense
Initiative +16
Grab, +8 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +8 (DC 15)

Complications
Power Loss: When in direct and total bright sunlight Yami has to make a DC10 check each turn to keep her Shadow Shield active.
Power Loss: Yami has to wait 6 hours between "Oni Rages" or she takes a DC30 Will save from spirits ripping into her soul.
Responsibility: To her Oni masters. What they ask is never pretty...
Weakness: Magic hurts her slightly more than others, adding 2 ranks of damage which is not limited by power level.

Languages
Japanese

Defense
Dodge 0, Parry 0, Fortitude 15/7, Toughness 0, Will 7

Power Points
Abilities 6 + Powers 129 + Advantages 2 + Skills 17 (33 ranks) + Defenses 11 = 165

Background:
Yami is a cursed soul.
She grew up and died after her short 16 years of life on the same streets she was born. She did -not- die of natural causes however. She was taught by a wandering 'mage' a few simple spells, though they took Yami an hour or so she felt great power as she cast the spells. Where great power is, comes the temptation of greater power... and Yami fell right into that trap.
Selling her essence for more and more power, Yami had the unfortunate dealing with an Oni master who convinced Yami to cast a spell inviting an Oni into her body. 'Think of the power!' the master said.
The minor Oni, calling its self simply 'Oni' as the girl from before never really had a name, started terrorizing the locals until Karasu and the early team of 6ix (Kyanbasu, Tatsumaki and Reddo) were able to put her down. The 'soul' of the girl still held some sway inside her body and the Oni fused with the girl to become what is known as Yami today.

Image


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by CelticREI on Mon Oct 17, 2011 2:02 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

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