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Kenseido's Menagerie

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Re: Kenseido's Menagerie

Postby kenseido » Tue Feb 21, 2012 7:04 pm

Archer (Danny Fluke) - PL 10
Image
Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 10,
Intellect 4, Awareness 2, Presence 0

Advantages
Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Improved Defense, Improved Initiative,
Improved Smash, Online Research, Quick Draw, Power Attack, Uncanny Dodge

Skills
Acrobatics 5 (+10), Athletics 6 (+8), Deception 5 (+5), Expertise: Computers 11 (+15),
Expertise: Streetwise 5 (+9), Insight 2 (+4), Intimidation 5 (+5), Investigation 6 (+10),
Perception 6 (+8), Sleight of Hand 5 (+10), Stealth 5 (+10), Technology 4 (+8),
Vehicles: Air 2 (+7), Vehicles 2: Ground (+7)

Powers
Bow (Easily Removable)
. . Add Increased Range to Specialty Arrows: Feature 5

Specialty Arrows (Removable)
. . Armor Piercing Arrow: Strength-based Damage 3 (Penetrating 5)
. . Blunt Arrow: Strength-based Damage 3 (Improved Critical 3, Variable
Descriptor 2 [any tech])
. . Explosive Arrow: Burst Area Damage 4 (Burst Area: 30 feet radius)
. . Flash Bang Arrow: Dazzle 4 (Affects Sight and Sound, Resisted by: Fortitude,
DC 14; Extra Condition; Reduced Range: close)
. . Net Arrow: Snare 4 (DC 14; Reduced Range: close)
. . Taser Arrow: Cumulative Affliction 4 (Dazed/Stunned/Incapacitated,
Resisted by: Fortitude, DC 14; Cumulative)

Uncanny Aim (Advantages: Improved Aim, Precise Attack 2 (Ranged, All), Ranged Attack 10,
Skill Mastery: Ranged Attack, Throwing Mastery 2, Ultimate Aim)
. . Add Riccochet 2 to any Ranged Attack: Feature 4
. . Add Thrown to any object/close weapon: Feature 2

Equipment
Armored Costume [Protection 4], Computer, Multi-tool, Nightvision Lenses, Shuriken,
Swingline [Movement: Movement 2, Swinging, Wall-crawling 1: -1 speed rank]

Offense
Initiative +9
Armor Piercing Arrow: Strength-based Damage 3, +10/+15 (DC 20)
Blunt Arrow: Strength-based Damage 3, +10/+15 (DC 20; Critical 17-20)
Explosive Arrows: Burst Area Damage 4 (DC 19)
Flash Bang Arrow: Dazzle 4, +10/+15 (DC Fort 14)
Grab, +10 (DC Spec 12)
Shuriken, +15 (DC 18)
Tangler Arrow: Snare 4, +10/+15 (DC Dog 14)
Taser Arrow: Cumulative Affliction 4, +10/+15 (DC Fort 14)
Throw, +15 (DC 19)
Unarmed, +10 (DC 17)

Languages
Native Language: English

Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 9/7 (5/3), Will 9

Power Points
Abilities 62 + Powers 36 + Advantages 14 + Skills 23 + Defenses 20 = 155

Complications
Motivation- Justice: Danny is driven by a need to protect the innocent. He failed once before and he isn't going to fail again.
Relationship: Danny has lived with his Mom for all of his life, with her taking care of him. After her injury, now Danny needs to help take care of her.
Secret: Danny is keeping his identity a secret for his Mom's safety. Also, his past life as an unber-nerd is not something he is extremely proud of right now.

Background
Danny was a typical "live in your Mother's basement" computer nerd. In fact, it never even occurred to him that he had a special ability, until a chance meeting with Ethan Kellar. Ethan watched Danny make an impossible shot with a can of corn to take out a mugger. When he suggested Danny had some real talent, Danny shrugged it off as nothing. Ethan gave Danny his card saying, "People have done more with less."

Unfortunately, the mugger he stopped was a higher up in a local street gang, and he wasn't to happy about being stopped by a nerd using a can of corn. He sent some boys to deal with Danny, only to get his Mom instead. Danny was furious that he couldn't protect his Mom, who was now paralyzed from the waist down.

Finding Ethan's card, he sought out the man. Ethan wasn't really interested in helping Danny get killed while seeking revenge, so he sent him away. When that didn't work, he started to run him through some "tests" designed to demoralize him and send him home to his Mom. That didn't work either, and after one such test Ethan realized it wasn't about revenge for Danny, it was about not letting the same thing happen to anyone else.

So he sent Danny for some intense training with several teachers, including Master Lee. When they said he was ready, Ethan trained him with the bow. Now months later, Danny is ready to make his debut as the new Archer.

Note: I reworked Danny as a PL10 character to be ported into T-Man's Force OPS. I dropped the Range Perception (at BadPenny's recommendation) for many reasons, not least of which is the bow had to be insanely nasty to hit PL caps. As Badpenny pointed out, if he spends a round aiming and uses Ultimate Aim and All Out Attack, that is a 44 which should hit almost anything, so he stays pretty true to character. I split the bow from the arrows to achieve the convoluted effect of being able to use the arrows as weapons even if he is disarmed. Now the bow just adds Increased Range to the Arrows attacks.

Unlike the Paragons version, this Danny is chosen to be a legacy Archer by Ethan Kellar. He gets sent through some intense training, and I could only figure some personal tragedy would inspire him to stick with it and not take the easy way out (gadgets or powersuit). He is still a bit of an uber-nerd, but he is angry for not being there for his Mom and now she has to live the rest of her life in a wheelchair.

Here is the original paragons version:
Green Arrow (Danny Fluke)
PL: 9
Str 10 (+0), Dex 12 (+1), Con 16 (+3), Int 20 (+5), Wis 12 (+1), Cha 12 (+1)

Skills: Bluff 4 (+5), Computers 11 (+16, Discrete Inquiry/Online Research/Well-Informed),
Concentration 6 (+7), Cr (chemical) 5 (+10; Inventor), Cr (electronics) 5 (+10; Inventor),
Cr (mechanical) 5 (+10; Inventor), Diplomacy 4 (+5), Gather Info 4 (+5),
Kn (current events) 3 (+8), Kn (History) 3 (+8), Kn (physical sciences) 3 (+8),
Kn (popular culture) 5 (+10), Kn (technology) 7 (+12), Lang 2 (Leet, Spanish),
Notice 6 (+7), Pe (acting) 3 (+4), Search 6 (+11), Sense Motive 4 (+5)

Feats: Attack focus (melee) 1, Attack Specialist (Unarmed) 1, Challenge (Discrete Inquiry) 1,
Dodge Focus 6, Equipment 5, Inventor, Lightning Calculator, Luck 4, Master Plan,
Online Research, Speed of Thought, Speed Reading, Well-Informed

Powers: Blast 9 (*limited to Toughness of object throwing; E: Range Perception;
PF: Precise 2, Riccochet 2; D: Requires object to throw; Reduced range 2 [thrown]) [30pp]
-AP: Add Range Perception, Precise 2, and Riccochet 2 to any ranged attack upto Rank 9*
-AP: Add Range Perception, Precise 2, and Riccochet 2, Reduced range 2 [thrown] to any
Melee Weapon attack upto Rank 9

Super-senses 2 (Extended 2 Vision) [2pp]

Device 7 (Bow and Trick Arrows; hard to lose; D: Can be disarmed and lose ranged
component on all attacks [-1pp]) [27pp]
"Armor Piercing Arrows" Blast 9 (E: Penetrating)
AP: "Assorted Arrows" Blast 9 (PF: Variable Descriptor 2 [bludgeoning, piercing, acid, fire, electricity])
AP: "Bolo Arrows" Snare 9
AP" "Flash Arrows" Dazzle 9 (audio; E: Area Burst)
AP: "Smoke Arrows" Obscure 9 (visual)
AP: "Taser Arrow" Stun 9 (E: Ranged)

Equipment: Armored Costume (TOU +5; 5ep), cellphone (1 ep), computer (1 ep),
mini-tracer (1 ep)
Condominium (Size: Tiny, Toughness: 10; Features: Communications, Library, Living Space,
Security System; 4ep)
Mustang GTO (use sports car stats, 8 ep)

Saves: Toughness +8/+3, Fort +6, Ref +3, Will +7

Combat: Attack +0, Melee +1, Unarmed +3; Grapple +1;
Damage +0 (unarmed);
Defense +9/+2; Initiative +5

Complications: Phobias (girls)
Rivalry (online hacker named Tesseract)
Reputation (Nut and weirdo)
Relationship (Mother)

Abilities 22 + Skills 22 + Feats 25 + Powers 59 + Saves 11 + Combat 6 = 145

Background: Danny was a six year sophmore working his way towards being a professional student. Danny is the baby, so she lets him get away with things the older kids never got to do. When the DC Tryouts came, he hadn't really considered trying out, but he showed up to watch. He had long figured out he had a unique ability to hit any target with anything he threw or shot. When someone started trying to hit a target as Green Arrow with a type of Telekinesis to simulate trick shots, Danny showed him up.

After getting selected, they started by moving out of his Mom's basement and started grooming him for the role of Green Arrow, including physical fitness training and social grooming.
Last edited by kenseido on Wed Feb 20, 2013 7:34 am, edited 23 times in total.
-----------------------------
Kenseido's Menagerie of Characters
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Tue Feb 28, 2012 1:45 pm

Father Jacob Daniels
Image
PL: 8
STR 14, DEX 14, CON 16, INT 18, WIS 18, CHA 14

Skills: Acrobatics 4 (+6), Bluff 4 (+6), Climb 4 (+6), Diplomacy 4 (+6), Disable Device 4 (+8),
Drive 4 (+6), Escape Artist 2 (+4), Gather Info 4 (+6), Kn (arcane lore) 8 (+12), Kn (current events) 4 (+8),
Kn (history) 13 (+17), Kn (streetwise) 4 (+8), Kn (theology & philosophy) 13 (+17), Notice 6 (+10),
Pr (researcher) 4 (+8), Pr (priest) 6 (+10), Search 4 (+8), Sense Motive 4 (+8), Sleight of Hand 4 (+6),
Stealth 8 (+10)

Feats: Benefit (Ordained Priest), Contacts, Connected, Improved Initiative, Jack of All Trades, Ritualist,
Skill Mastery (Knowledge [History & Theology/ Philosophy], Search, Stealth), Well Informed

Kickboxing Fighting Style [All-out Attack, Attack Specialist (unarmed) 2, Defensive Attack, Defensive Roll 1,
Dodge Focus 2, Improved Block, Power Attack, Takedown Attack]

Powers: Polylinguist [Comprehend 3 (Read, Speak, Understand Languages; PF: Innate;
D: Requires 1 hour of study with language)]

Combat: Init +6, Attack: +6, Unarmed +10; Grapple +8
Damage: Unarmed +2
Defense +8/+3 (+6 Base, +2 Dodge)

Saves: Toughness +4/+3, Fortitude +6, Reflex +5, Will +10

Abilities 34 + Skills 27 + Feats 18 + Powers 6 + Combat 24 + Saves 12 = 120

Complication:
Juvenile Delinquent: Father Jacob grew up on the streets and has quite a few crimes to his name. He has a strong desire to "save" youths in similar situations, the way Father Ryan helped him. This will cause him to automatically fail Bluff checks by young adults appearing to want to be saved.

Eager to Prove: Father Jacob is eager to live up to his mentor, and will often try hard to prove he is worthy.

Youthful Appearance: Father Jacob looks even younger than he is and its hard to get some people to take the priest seriously.

Background: Jacob Ryan grew up in a rough neighborhood, joining a gang and becoming quite the budding criminal. That is until he robbeed Father Ryan, or at least tried to rob him. Something about the Priest took him off guard. Father Ryan helped turn the boy around, got him to finish high school and go to college.
Father Ryan worked for the Covenant, and when he saw young Jacob's skill with languages, he knew Jacob would be a valuable recruit. Jacob wanted to impress Father Ryan so much, he followed his calling, eventually becoming an ordianed minister and member of the Order of Solomon.
Father Ryan was assigned to Vibora Bay and he was taking Father Jacobs with him for the young priest's first field assignment. En route, Father Ryan died mysteriously, and Father Jacob is tasked provided research and support for the group in Vibora Bay.
Last edited by kenseido on Sat Aug 18, 2012 9:02 am, edited 5 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Sun Mar 11, 2012 11:43 pm

Colt Durham
PL: 10
STR: 14 DEX: 14 CON: 20 INT: 16 WIS: 12 CHA: 18

Skills: Acrobatics 4 (+6), Bluff 4 (+8), Diplomacy 4 (+8), Gather Info 4 (+8),
Handle Animal 4 (+8), Kn (Current Events) 4 (+7), Kn (Pop Culture) 4 (+7),
Per (Guitar) 8 (+12), Per (Singing) 10 (+14), Pro (Rancher) 4 (+7),
Pro (Songwriting) 6 (+9), Ride 4 (+6), Sense Motive 4 (+5), Survival 4 (+5), Swim 4 (+6)

Feats: Animal Empathy, Attack Focus (Melee) 4, Attack Specialist (Sonic Array) 2,
Defensive Roll 2, Dodge Focus 4, Equipment 1, Fascinate (Perform [singing]), Improved Block,
Improved Disarm, Perfect Pitch, Power Attack

Powers: Sonic Blast 8 (E: Area Cone; F: Range Touch) [24pp+5pp]
Linked Dazzle 8 (auditory; E: Area Cone; F: Range Touch)
AP: Sonic Blast 10 (PF: Knockback 4)
AP: Sonic Blast 8 (E: Penetrating)
AP: "Anxiety/Panic Attacks" Emotion Control 8 (E: Area Perception; F: Limited to Fear/Worry)
AP: "Nausea" Nauseate 8 (E: Area Perception)
AP: "Euphoria" Emotion Control 8 (F: Limited to Joy)

Immunity 10 (Sonic Effects) (10pp)

Equipment: Costume (Prot 3, Subtle)

Combat: Attack +6, Melee +10, Sonic Array +10; Grapple +12;
Damge: Unarmed +2, Sonic Array +8 to +10
Defense +10/+3; Init +2

Saves: Toughness +10/+8 (+7/+5 w/out costume), Fortitude +9, Reflex +8, Will +7

Abilities 34 + Skills 18 + Feats 19 + Powers 39 + Combat 24 + Saves 16 = 150

Note: A PL10 version of the original Colt, only set in Freedom Universe. Instead of Xavier Institute, he got shipped off to Claremont Academy.
Last edited by kenseido on Tue Jun 19, 2012 6:09 am, edited 2 times in total.
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Kenseido's Menagerie of Characters
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Mon Mar 26, 2012 9:13 pm

Darian
Image
PL: 10
Str 12, Dex 14, Con 14, Int 20, Wis 18, Cha 12

Skills: Bluff 4 (+5), Computers 15 (+20/+27 Hacking), Concentration 4 (+8),
Cr (Electronics) 4 (+9), Diplomacy 6 (+7), Disable Device 4 (+9), Gather Info 6 (+7),
Kn (Arcane Lore) 15 (+20), Kn (Technology) 4 (+9), Notice 4 (+8), Sense Motive 6 (+10)

Feats: Accurate Attack, Attack Focus (Ranged) 4, Dodge Focus 4, Equipment 1,
Improved Initiative, Luck 3, Power Attack, Precise Shot, Ritualist, Sidekick 3*,
Task Focus (Computers: Hacking)

Powers: Wizardry (Magic 2) (4pp+6pp)
-Blink (Teleport 4 [F: Short Range Only])
-Change Self (Morph 2 [Humanoid Forms])
-Glamour (Illusion 1 [audio, visual; PF: Progression 1])
-Levitation (Flight 2)
-Light (Light Control 2)
-Read Languages (Comprehend 2 [Read Languages and Codes])
-Tongues (Comprehend 2 [Speak and Understand Languages])

Wild Magic (Magic 13) (26pp+6pp)
-Counterspell (Nullify Magic 12 [PF: Selective])
-Elemental Bolt (Blast 12 [PF: Variable Descriptor 2- elemental])
-Flare (Dazzle 12 [PF: Reversible, Split Attack])
-Gate (Teleport 10 [E: Accurate, PF: Progression 6, F: Long Range Only])
-Ghost (Insubstantial 4 linked Flight 3)
-Mage Hand (Move Object 8 [E: Range Perception, PF: Precise, Split Attack])
-Strength (Enhanced STR 18 & Super-strength 4 [HL: 12 tons])

Computer Grimoire (Feature 1 [Magic Library]) (1pp)
Super-senses 5 (Detect Magic, ranged, acute, analytical; Magic Awareness) (5pp)

Device 4 (Shield Bracer; PF: Restricted 1 [Arcane Lore 8+]) (17pp)
•Force Field 5 (AP: Shield 5)
•Immunity 9 (Life Support)
•Protection 5

Equipment: 5ep towards Liberator

Combat: Attack +4, Ranged +8, Grapple +5/+18
Damage Unarmed +1/+10, Elemental Bolt +12
Defense +8/+13 (+2 flat-footed), Initiative +6

Saves: Toughness +12/+7/+2, Fortitude +7, Reflex +7, Will +10

Abilities 30 + Skills 18 + Feats 21 + Powers 65 + Saves 16 + Combat 16 = 166

Unspent XP: 2

Complications:
Its a small multiverse: There are several Darians from alternate dimensions that are
travelling the multiverse and causing problems. Darian has a tendacy to run across
"victims" of his dimensional twins.

Wild Mage: While he was trained by his adoptive father, Darian more closely matches
a wild mage than an academic. Anytime a spell fails, or when he power stunts off
his Wild Magic array, there is a chance of a magical backfire.

The Order: Darian's adoptive father belonged to an order of magi that believed in
non-interference. They are seeking Darian and want him to join the order.

Background: Darian never knew his birth parents. At the age of six months, his
homeworld was attacked by Omega. Darian was rescued by a kindly old wizard named
Meron, formerly of an order of interdimensional magi. Meron raised the boy and
eventually took him on as a pupil. It wasn't long before Meron and Darian started
getting visits from the order. They wanted Meron to stop interfering, that the
order was just there to observe. Meron refused.
By the time Darian was fourteen, it became clear that his adopted father was going
senile. He tried his best to cover for him. Meron would travel the multiverse and
act "for the cause of good", while Darian would try to cover up his ailment. The
order made several attempts to stop them, each time Meron would prove to powerful.
When Darian was an adult, he and Meron happened upon a world under attack by Omega.
This confused Meron who thought this was the same attack that he found Darian in.
He fought the forces of Omega, only to lose horribly. With his last dying breath,
he sent Darian away from the battlefield back to their sanctum.
No longer sustained by Meron's magic, the sanctum began to crumble and Darian
grabbed what he could before leaving. Looking through the books he was able to grab,
he continued his studies and began travelling the multiverse. When he saw how much
information he could store with computers, he started learning them to store all of
the magical books he was trying to carry with him. He eventually became quite adept
at using computers.
For the last several years, he traveled the multiverse, looking to trade spells and
grow his abilities to defeat Omega, all the while dodging the order of magi who are
trying to make him join them.

Silia (*included 3 free ranks, 3 free ranks from Sakuro and 1 rank from Sakuro)
PL: 8
STR 10, DEX 12, CON 10, INT 12, WIS 10, CHA 8

Skills: Computers 5 (+6), Cr (electronic) 5 (+6), Cr (mechanical) 5 (+6),
Disable Device 4 (+5), Kn (physical science) 4 (+5), Kn (technology) 5 (+6),
Notice 4 (+4), Pilot 4 (+5)

Feats: Accurate Attack, All Out Attack, Attack Focus (melee) 5,
Attack Specialist 2 (Blast), Dodge Focus 2, Equipment 9,
Interface 1 (Craft Mechanical), Jack of All Trades, Power Attack,
Second Chance (Repairing Machinery), Task Focus (Space/Time Equipment)

Powers: Feature (Temporal Inertia)
Quickness 3 (One Task [Repairing Machinery])

Equipment: Junior Sonic Screwdriver (Acts as Computer Tool Kit,
Electronics Toolkit, Lockpicks, and Mechanics Toolkit), TARDIS Key;
Power Gloves (Strike 10; AP: Blast 5)
Personal Shield Belt (Enhanced Feats [Ultimate Toughness], Immunity 9 [Life Support],
Mind Shield 6, Shield 3, Protection 10)

Combat: Init +1, Attack: +1 Power Blast +5, Melee +6, Grapple +1
Damage: Unarmed +0, Blast +5, Strike +10
Defense +6/+1 (+1 Base, +2/+5 Dodge)

Saves: Toughness +0/+10, Fortitude +4, Reflex +4, Will +1/+7

Abilities 2 + Skills 9 + Feats 25 + Powers 2 + Combat 4 + Saves 8 = 50
Last edited by kenseido on Sat Aug 18, 2012 9:03 am, edited 1 time in total.
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Kenseido's Menagerie of Characters
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kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 21184
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: Kenseido's Menagerie

Postby kenseido » Thu May 17, 2012 11:12 am

Gauntlet (Miguel Estrada)
Image
PL: 6
Str 10/26 Dex 10 Con 14 Int 12 Wis 16 Cha 12

Skills: Computers 2 (+3), Concentration 3 (+6), Diplomacy 4 (+5), Gather Info 2 (+3),
Investigate 2 (+3), Kn (behavioral sciences) 2 (+3), Kn (civics) 4 (+5), Kn (life sciences) 4 (+5),
Kn (UN member countries) 4 (+6), Lang (Spanish) 1, Medicine 6 (+9), Notice 4 (+7),
Pr (combat medic) 4 (+7), Search 2 (+3), Sense Motive 2 (+5), Survival 2 (+3)

Feats: Benefit 2 (International Law Enforcement Powers, Security Clearance), Equipment 1,
Improvised Tools, Luck, Ultimate Skill (Medicine)

Powers: Manifested Chi 7 (active; D: Noticeable)
-Enhanced STR 16
-Protection 6 (E: Impervious)
-Leaping 2
-Speed 1
-Super-strength 2

Equipment: Medical Kit

Combat: Attack +4; Damage +0/+8 (unarmed)
Grapple +4/+14, Defense +4 (+2 flat-footed), Knockback –0, Initiative +0

Saving Throws: Toughness +2/+8 (Impervious 6), Fortitude +5, Reflex +4, Will +4

Abilities 14 + Skills 12 + Feats 6 + Powers 34 + Combat 16 + Saves 8 = 90

Complications:
Responsibility: Subject to Orders
Quirk: Extremely Hazardous Duty
Motivation: Give back to the world

Background:
Miguel is the son of two native Mexicans, his mother gave birth while they were visiting the US. She died form complications and his father disappeared. As a result, he grew up in an orphanage.

He went to an inner city high school. Due to his status as a minority and orphan, college was paid for by scholarships. After college, Miguel joined the Army. He felt the need to give back to the country that raised him and paid for his education.

Not believeing in violence, Miguel trained to be an Army medic. While serving in Afghanistan, a local boy he befriended betrayed Miguel and his squad, and they werr getting shot up badly when Miguel had a breakout. Miguel's ability is to manifest his bio-energy or "chi" energy; however, since it manifested in anger, the power manifested as a weapon. The energy gave him superhuman strength and bullet proof skin. He savagely beat the Al Queda forces and saved his squad.

When Vanguard offered him a position at the end of his four years, he was eager to use his new abilities to continue serving the world at large.
Last edited by kenseido on Sat Aug 18, 2012 9:04 am, edited 2 times in total.
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Kenseido's Menagerie of Characters
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Thu May 17, 2012 11:18 am

Techno (Aaron Wolfe)
Image
PL 5
Str 12, Dex 12, Con 14, Int 24, Wis 16, Cha 10

Skills: Computers 6 (+13), Cr (electronics) 6 (+13), Cr (mechanical) 6 (+13),
Disable Device 6 (+13), Investigate 2 (+9), Kn (physical science) 4 (+11),
Kn (technology) 6 (+13), Notice 2 (+5), Search 2 (+9)

Feats: Benefit (Contact - Oracle), Eidetic Memory, Equipment 1, Improved Aim, Inventor,
Luck, Online Research, Precise Shot, Skill Mastery (Computers, Craft x2, Disable Device),
Speed of Thought

Powers: Quickness 2 (F: Limited to mental tasks) [1pp]

Device 1 (Combat Suit; hard to lose) [4pp]
-Concealment 2 (sight; Flaws: Blending)
-Protection 3

Device 1 (Goggles, hard to lose) [4pp]
-Sensory Shield 1 (sight)
-Super-Senses 4 (extended vision, infravision, low-light vision, microscopic vision)

Device 1 (Hover Disks, easy to lose) [3pp]
-Flight 2 (25 MPH)
-Super-strength 1 (F: Limited to Carry Capacity)

Device 4 (Omni Tool, easy to lose; PF: Restricted 2) [14pp]
-Enhanced Feat 2 (Improvised Tools, Ultimate Disable Device)
-Enhanced Skill 3 (Disable Device +12)
-Variable 3 (single scientific power; PF: Move action)

Equipment: Commlink x2, mini-computer, mini-toolkit, mini-tracer

Combat: Attack +5, Grapple +6,
Damage +1 (unarmed),
Defense +5, Initiative +7;

Saving Throws: Toughness +5/+2, Fortitude +5, Reflex +5, Will +7

Abilities 28 + Skills 10 + Feats 10 + Powers 26 + Combat 20 + Saves 11 = 105

Complications:
Enemy - Techno's first act was to oppose the plans of Georgia Sivana and now the villianess has set her sights on him.

Guilt - Aaron has survivor's guilt regarding Osprey's death.

Background:
Aaron was always the smartest kid in class. His single mom never could afford to send him to the best private schools or buy the things to nurture his intellgence. He managed to develop his technical skills to incredible levels despite all of this, mostly working on old thrown away electronics and other items.

When Aaron and his Mom were saved by the hero Osprey, he knew what he wanted to do. No, not be a superhero, that's crazy. He wanted to be tech support Osprey in his war on crime. Two weeks later when the hero crashed into his car, his dream came true. He helped hide the hero and repaired his anti-gravity flight suit while the hero recovered.

At first, Osprey didn't want to endanger Aaron and refused to let him help full time. Eventually, necessity won out, and Osprey was forced to go to Aaron for help repairing his suit. Aaron was also able to provide a weapon capable of defeating the villian. Osprey took Aaron into his confidence, revealed his identity and took him on full time, on the condition he enroll in college.

A few months back, Osprey's archnemesis Georgia Sivana moved to Gotham and Osprey followed with Aaron in tow. Two months later the Secret Six attacked. Osprey was killed fighting the escaped villians from Arkham while Aaron sat in the headquarters helpess to do anything but watch. With Osprey's fortune being tied up in probate, Aaron gathered what few items he could to make his own crime fighting gear.

Note: Special thanks to Badpenny for letting me use Raptor as the basis for Osprey, and for helping me work out the relationship Aaron had with the hero.
Last edited by kenseido on Sat Aug 18, 2012 9:04 am, edited 2 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Sat Jun 09, 2012 10:29 am

Kris Majax (Christian Martins)
Image
PL: 10
Str 12, Dex 16, Con 18, Int 14, Wis 16, Cha 14

Skills:
Bluff 10 (+12), Concentration 5 (+8), Cr (Alchemical) 6 (+8), Diplomacy 6 (+8), Disable Device 6 (+8),
Escape Artist 8 (+11), Gather Info 4 (+6), Intimidate 6 (+8), Investigate 6 (+8), Kn (Arcane Lore) 10 (+12),
Kn (History) 3 (+5), Kn (Physical Science) 3 (+5), Kn (Pop Culture) 3 (+5), Kn (Streetwise) 3 (+5),
Kn (Theology & Philosophy) 3 (+5), Lang 2 (Enochian, Latin), Notice 6 (+9), Per (Stage Magician) 8 (+10),
Search 4 (+7), Sense Motive 6 (+9), Sleight of Hand 8 (+11), Stealth 4 (+7)

Feats:
Artificer, Attack Specialist (Magic) 2, Attractive, Dodge Focus 4, Fascinate (Perform), Luck 2, Power Attack,
Ritualist, Taunt, Untapped Potential

Powers:
Magic 8 (D: Power Loss [must be able to move and speak]) [20pp]
-Forzare (Move Object 8 )
-Hexus (AP: Damage 8 [E: Range Perception; F: Limited to machines])
-Ignis (AP: Blast 8 )
-Illusio (AP: Illusion 5 [audio, visual; PF: Progression 1])
-Sanare (AP: Healing 8 )
-Solvos (AP: Nullify Magic 8 )

Contego (Force Field 4) [4pp]
Super-senses 5 (Detect magic, ranged, acute; Infernal Awareness;
Magical Awareness) [5pp]

Device 2 (Amulet of Protection; hard to lose; PF: Restricted [Arcane 8+]) [9pp]
•Enhanced Feat (Evasion) (1pp)
•Enhanced Saves (FORT +2, REFL +2) (4pp)
•Protection 4 (PF: Subtle) (5pp)

Device 3 (Sorcerer's Staff; easy to lose; PF: Restricted [Arcane 8+]) [10pp]
•Boost 8 (any single magic power, E: move action; F: limited [fades completely in one round], personal) (8pp)
•Enhanced Feats (Add 5 AP's to Magic) (5pp)
-Animate Objects 7 [Progression 3]
-Elemental Control 10 [Range Perception, Variable Descriptor- elemental, Limited- single element at a time]
-Fire Control 10
-Mind Control 10
-Teleport 7 [Accurate, Easy, Progression 2])
•Light Control 1 (2pp)

Mystic Trinkets (Gadgets 2, easy to lose) [12pp]

Combat:
Attack +4, Magic +8, Grapple +5
Damage: Unarmed +1, Magic +8/+12 (Staff)
Defense +8 (+2 flatfooted), Initiative +3;

Saves:
Toughness +4/+8/+12, Fortitude +7/+9, Reflex +6/+8, Will +11

Costs:
Abilities 30 + Skills 30 + Feats 15 + Powers 60 + Combat 16 + Saves 14 = 165

Complications:
Fame: Kris is a fairly well known street magician and tends to draw crowds of people wanting to see his tricks.

Tainted Soul: Having been in a former contract with demonic forces, Kris' soul is forever marked as such.

Motivation- Fight Evil: Kris is on a quest to stop evil in all its forms. This sometimes causes him to spread himself a little thin, leaving him weary from all his activities.

Enemies: Kris has made enemies with the infernal forces that he once held a contract with as well as the many faces of evil he fights on a regular basis.

Background:
Kris was a young stage magician on the rise when a car accident cost him his arm. His spirit crushed, he entered into a Faustian bargain to regain his arm.

Rather than take the easy path, Kris tried to fight the evil that was trying to consume him. He became a pupil of the Master Mage himself, Doctor Arcane and joined a group of heroes in Bay City.

When the demon inside him began to emerge, it took Ashley and Dr Arcane to fight it back, and Ashely entered into Kris' mind and dissolved the contract, freeing his soul.

Powerless, Kris doubled his efforts in the study of magic, and also began employing the sundry items he had been collecting in dealing with the mystic threats in the world.

Image

Kris with Demon Arm wrote:Kris Majax (Christian Martins)
PL: 10
Str 16, Dex 16, Con 16, Int 14, Wis 16, Cha 14

Skills: Acrobatics 4 (+7), Bluff 8 (+10), Climb 4 (+7), Concentration 6 (+9), Cr (Alchemical) 6 (+8),
Disable Device 6 (+8), Escape Artist 6 (+9), Kn (Arcane Lore) 10 (+12), Kn (Pop Culture) 4 (+6),
Kn (Streetwise) 4 (+6), Notice 4 (+7), Pr (Stage Magician) 6 (+9), Search 4 (+6), Sense Motive 4 (+7),
Sleight of Hand 6 (+9), Stealth 6 (+9)

Feats: All Out Attack, Artificer, Attack Focus (Melee) 4, Attractive, Fascinate (Bluff),
Dodge Focus 4, Equipment 4, Power Attack, Ritualist

Powers: DemonClaw 10 [Container; PF: Innate]
-Enhanced Feats 4 (Diehard, Endurance, Fearless, Hardy)
-Feature (Longevity)
-Hellfire Control 12 (PF: Accurate 2, Affects Insubstantial 2)
AP: Demon's Strength: Enhanced STR 16 & Super-strength 5 (PF: Counterpunch, Groundstrike)
AP: Soul Fire 8 (E: Alternate Save - WILL; PF: Accurate 2, Incurable)
AP: Teleport 9 (E: Accurate; PF: Progression 1)
-Immunity 10 (Fire Effects, Limited)
-Protection 8
-Super-senses 1 (Infernal Awareness)

Super-senses 1 (Magical Awareness)

Equipment: Magic Kit (Flash Bang Powder [16 EP], Smoke Pellets, Sleep Pellets, Generic Magic Tricks);
Lockpicks;

Combat: Attack +4, Melee +8, Hellfire/Soulfire +8, Grapple +11/+24
Damage: Unarmed +3/+11, Soulfire +8, Hellfire +12
Defense +9 (+3 flatfooted), Initiative +3;

Saves: Toughness +11/+3, Fortitude +8, Reflex +6, Will +9;

Abilities 32 + Skills 22 + Feats 18 + Powers 52 + Combat 18 + Saves 14 = 156

Unspent XP: 2

Complications:
Fame: Kris is a fairly well known street magician and tends to draw crowds of people wanting to see his tricks.

Demon Pact: Kris entered into a demon pact to recover his lost arm and he doesn't quite know the consequences yet.

Evil Aura: As his arm demonic, he registers as demonic on supernatural radars.
Last edited by kenseido on Sat Aug 31, 2013 10:04 am, edited 26 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Sat Jun 09, 2012 10:32 am

Darian 'Starheart' Styles
Image
PL: 10
Str 10/18/24, Dex 10, Con 14, Int 30, Wis 20, Cha 10

Skills: Computers 4 (+14), Concentration 4 (+9), Cr (Mechanical) 4 (+14),
Cr (Electronic) 4 (+14), Disable Device 4 (+14), Kn (Arcane Lore) 4 (+14),
Kn (Physical Sciences) 2 (+12), Kn (Technology) 2 (+12), Notice 4 (+9),
Sense Motive 4 (+9)

Feats: Attack Specialization 3 (Plasma Beam), Eidetic Memory, Inventor,
Lightning Calculator, Luck 1, Master Plan, Power Attack, Precise Shot, Ritualist,
Sidekick 2 (5), Speed Reading, Ultimate Will

Powers: Polymath 1 (PF: Innate) [6pp]
•Enhanced Feats 8 [Beginner's Luck, Jack of All Trades, Luck 6 (Beginners Luck only)]

Shield [Force Field 6 (AP: Shield 6)] [7pp]
Super-senses 4 (Detect Energy, ranged; Detect Magic, ranged) [4pp]
Techno-Magic 6 (17pp)
-Base: Plasma Beam [Blast 5 (PF: Affects Insubstantial 2)]
-AP: Digital Dominance [Comprehend 3 (Codes, Machines 2) &
Datalink 4 (PF: Machine Control) &
Feature 1 (Use INT for Drive and Pilot)]
-AP: Digital Step [Teleport 6 (E: Accurate; F: Long Range Only)]
-AP: Ghost Form [Insubstantial 2 (PF: Selective)]
-AP: Ghost Hand [Telekinesis 3 (E: Range Perception; PF: Affects Insubstantial 2, Subtle)]
-AP: Shadow Strength [Enhanced STR 8 & Super-strength 2]

Device 9 (Techno-Mage Armor; PF: Restricted 1 [Techno-Mage]) (37pp)
•Daka Crystal Fiber-core [Techno-Magic +5; PF: +3 AP] (13pp)
-Base: Plasma Beam [Blast +5]
-AP: Digital Dominance [+Animate Machines 5]
-AP: Digital Step [Teleport +4, PF: Progression 2]
-AP: Extend Awareness [Super-senses 23 (add accurate, acute, analytical, extended 2,
and radius to Detect Energy and Detect Magic; add Counters Concealment, Illusion,
and Obscure to all vision, D: limited to technological and magic sources)]
-AP: Ghost Form [Insubstantial +2]
-AP: Ghost Hand [Telekinesis +3; PF: Precise]
-AP: Neutralize Machines [Nullify Machines 10 (PF: Selective)]
-AP: Neutralize Sub-ether [Nullify Magic 10 (PF: Selective)]
-AP: Shadow Strength [Enhanced STR +6 & Super-strength +2]
•Diamagnetic Propulsion [Flight 4 (100mph)] (8pp)
•Environmental Field [Immunity 10 (Life Support, Starvation/Thirst)] (10pp)
•Impervium-infused Kevlar [Protection 6] (6pp)
•Sub-ether Sensors [Super-senses 2 (Dark Vision)] (2pp)
•Universal Translator [Comprehend 3 (Read/Speak/Understand Languages)] (6pp)

Combat: Attack +4, Blast +10; Grapple +4/+10/+15;
Damage Unarmed +0/+4/+7, Blast +5/+10;
Defence +6/+3 (+12/+3)

Saves: Toughness +2/+8/+14, Fortitude +7, Reflex +5, Willpower +10

Abilities 34 + Skills 9 + Feats 15 + Powers 71 + Saves 15 + Combat 20 = 164

Silia (Time Lord Assistant)
PL: 0
STR 10, DEX 12, CON 10, INT 12, WIS 10, CHA 8

Skills: Computers 5 (+6), Cr (electronic) 5 (+6), Cr (mechanical) 5 (+6),
Disable Device 4 (+5), Kn (physical science) 4 (+5), Kn (technology) 5 (+6),
Notice 4 (+4), Pilot 4 (+5)

Feats: Equipment 1, Interface 1 (Craft Mechanical), Jack of All Trades,
Second Chance (Repairing Machinery), Task Focus (Space/Time Equipment)

Powers: Feature (Temporal Inertia)
Quickness 3 (One Task [Repairing Machinery])

Equipment: Junior Sonic Screwdriver (Acts as Computer Tool Kit,
Electronics Toolkit, Lockpicks, and Mechanics Toolkit), TARDIS Key

Combat: Init +1, Attack: +1, Grapple +1
Damage: Unarmed +0
Defense +1/+1 (+1 Base, +0 Dodge)

Saves: Toughness +0, Fortitude +3, Reflex +2, Will +0

Abilities 2 + Skills 9 + Feats 5 + Powers 2 + Combat 4 + Saves 3 = 25


Background: Darian was born in a universe similar to the Freedom Universe. Before he was 4, his parents knew something was different. He learned things incredibly quickly. He made connections between disparate things regularly. At 12, he was already working on advanced quantum physics and string theory in between piano concerts and art exhibits of his latest work. A chance meeting with Adrian Eldrich allowed him to make connections between magic and science that no expert of either field could understand.

While working on a special project at the age of 19, he accidentally created a temporal window. Through the window, he saw the coming of Omega. He tried to tell the heroes of his world, but no one believed him. Centurion had given his life to kill Omega and no one was willing to believe Omega survived. So it was up to Darian, and he only had a year.
He worked night and day trying to find a way to stop Omega's invasion, but in the end nothing would succeed. As the day approached, he knew the answer wasn't on his Earth, but in another dimension somewhere. He crafted his armor out of a perfect union of magic and science.
Unfortunately, his actions had drawn the attention of Omega, who invaded much earlier than Darian had forseen. His world was destroyed, but Darian had the means to escape. Escape and search for a way to defeat Omega.
Last edited by kenseido on Sat Aug 18, 2012 9:07 am, edited 1 time in total.
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Re: Kenseido's Menagerie

Postby kenseido » Wed Jul 25, 2012 9:05 am

Rin
Image
PL: 12
Str 14, Dex 16, Con 24, Int 16, Wis 18, Cha 16

Skills: Acrobatics 3 (+6), Bluff 10 (+13), Climb 4 (+6), Concentration 8 (+12),
Cr (Alchemical) 12 (+15), Diplomacy 17 (+20), Disable Device 4 (+7), Gather Info 12 (+15),
Investigate 6 (+9), Lang 1 (English), Kn (arcane lore) 17 (+20), Kn (theology/philosophy) 4 (+7),
Notice 10 (+14), Search 6 (+9), Sense Motive 14 (+18), Stealth 4 (+7), Survival 4 (+8)

Feats: Accurate Attack, All Out Attack, Artificer, Attack Focus (Ranged) 3, Dodge Focus 3,
Equipment 1, Interpose, Luck 4, Power Attack, Precise Shot, Ritualist, Trance, Ultimate Diplomacy,
Ultimate Will, Untapped Potential

Powers: Demon Blood 2 (PF: Innate) [11pp]
-Enhanced Feats (Diehard, Endurance, Fearless, Hardy) (4)
-Feature (Longevity) (1)
-Immunity 10 (Limited Fire Effects) (5)

Cantrips (Variable 2 [multiple magic powers; E: Free action]) (16pp)

Magic 16 [32pp+8pp]
-Bands (Snare 14 [PF: Obscures sight, Reversible])
-Counterspell (Nullify Magic 14 [PF: Selective])
-Eldritch Bolt (Blast 14 [PF: Affects Insubstantial 2, Variable Descriptor 2- elemental])
-Flare (Dazzle 14 [PF: Reversible, Split Attack])
-Gate (Teleport 13 [E: Accurate, PF: Progression 6, F: Long Range Only])
-Glamour (Illusion 7 [all senses; PF: Progression 4])
-Mana Bolt (Blast 10 [E: Alternate Save- Will)
-Mystic Hand (Telekinesis 14 [PF: Affect Insubstantial 2, Precise, Split Attack])
-Scry (ESP 8 [all senses])

Super-senses 6 (Detect Magic, ranged, accurate, acute, Magic Awareness) [6pp]

Device 2 (Shielding Bracer; hard to lose; PF: Restricted [Arcane 8+]) [9pp]
-Enhanced Feat (Ultimate Toughness Save)
-Immunity 2 (Critical Hits)
-Protection 7

Equipment: Undercover Shirt (Prot 3, Subtle), commlink

Combat: Attack +7, Ranged +10; Grapple +9
Damage: Unarmed +2
Defense +10 (+4 flatfooted), Initiative +3

Saves: Toughness +14/+10/+7, Fortitude +11, Reflex +8, Will +13

Drawback: Power Loss (Magic Array, if unable to cast spells; -1pp)

Abilities 44 + Skills 34 + Feats 22 + Powers 82 + Combat 28 + Saves 18 - Drawbacks 1 = 227

Common Cantrips:
-Astral Projection (Astral Form 3 [PF: Selective; F: Concentration]) (10pp)
-Blink (Teleport 4 [PF: Change Direction; F: Short Range Only]) (5pp)
-Charm (Emotion Control 10 [F: Limited to Love]) (10pp)
-Command (Mind Control 10 [E: Effortless, F: Instant Duration, Hearing Dependent]) (10pp)
-Eldritch Sight (Super-senses 10 [True Sight]) (10pp)
-Illuminate (Light Control 2) (4pp)
-Invisibility (Concealment 8 [audio, olfactory, visual; PF: Close Range, Selective; F: Passive]) (10pp)
-Levitation (Flight 2 [PF: Subtle]) (5pp)
-Minor Heal (Healing 5) (10pp)
-Polymorph (Morph 5) (5pp)
-Speak with Animals (Comprehend 2 [Speak/Understand Animals]) (4pp)
-Speak with Dead (Comprehend 3 [Objects, Limited to Corpses; Spirits]) (4pp)
-Telepathy (Telepathy 2 linked Comprehend 1) (5pp)
-Tongues (Comprehend 2 [Speak/Understand Languages]) (4pp)


Complication:
Enemy- Rin is on the Council's radar over his parentage, and many others would prefer to see him dead rather than risk Trigon using him to invade Earth.
Prejudice- As a half-demon son of Trigon, many out there assume Rin Trigon's servant or at least a great threat to the planet. He registers as Infernal.
Fights for the underdog- Rin is motivated to help the underdog.

Update: After the Invasion, Troy needs some time off and Rin agrees to fill in for him. Rin was bumped twenty points, and his array was cleaned up after passing the "cheaper to be a variable" threshold. I like the big Array/small Variable combination better anyway.
Last edited by kenseido on Fri Mar 29, 2013 2:01 pm, edited 3 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Thu Aug 09, 2012 10:38 pm

Ronin (Ryan Moreland, formerly Praetorian) - PL 10
Image
Strength 9/7, Stamina 9/7, Agility 5, Dexterity 5, Fighting 8,
Intellect 1, Awareness 4, Presence 1

Advantages
All-out Attack, Close Attack 1 [3], Evasion, Fearless, Improved Critical: Unarmed,
Improved Defense, Improved Initiative, Interpose, Languages 1, Luck,
Power Attack, Takedown, Teamwork

Skills
Acrobatics 6 (+11), Athletics 2 (+11/+9), Expertise: Tactics 4 (+5), Insight 4 (+8),
Intimidation 6 (+7), Perception 6 (+10), Persuasion 2 (+3)

Powers
Combat Mode (Activation: Move Action)
. . Enhanced Stamina 2
. . Enhanced Strength 2
. . Enhanced Advantages 2 (Close Attack +2)
. . Enhanced Saves 6 (Dodge +2, Fortitude +2, Parry +2)
. . Impervious Toughness 7
. . Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Power-lifting 1 (+1 STR for lifting)
. . Senses 2 (Darkvision)
. . Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Immunity 2 (Disease, Poison)
Regeneration 1

Offense
Initiative +9
Grab, +11/+9 (DC Spec 19/DC Spec 17)
Throw, +5 (DC 24)
Unarmed, +11/+9 (DC 24/DC 22)

Complications
Motivation: Redemption: Ryan wants to redeem his past crimes
Quirk: Brainwashing: Ryan was brainwashed and still has some remenants of the brainwashing take hold unexpectedly
Quirk: Watched: AEGIS is keeping a close eye on Ryan.
Reputation: Ronin is still recognized as the villian Praetorian by many.

Languages
English, Zultan

Defense
Dodge 11/9, Parry 11/9, Fortitude 11/7, Toughness 9/7, Will 9

Power Points
Abilities 76 + Powers 38 + Advantages 13 + Skills 15 (30 ranks) + Defenses 10 = 152

AEGIS Report
Subject: Ryan Moreland, codenamed Ronin, formerly Praetorian
Status: Sentenced to life in prison without the possibility of parole; Pardoned after successful service in the <REDACTED>

Profile: Ryan Moreland was a night time security guard at a facility being used covertly by Shadow to investigate an alien spacecraft. Ryan stumbled on to the workers and accidentally fell against some of the equipment that opened the spacecraft and freeing the passenger inside. The passenger claimed to be The Stellar Khan's half-sister, Kamada Khan, a half Zultan, half Ruluan. She killed all of the other scientists and Shadow agents, but saved Ryan for a special reward. Ryan was turned into her bodyguard and enforcer, Praetorian, through an unknown process.
Over the six years that followed, Praetorian, was a loyal servant to Kamada Khan. The pair, along with other villians, fought hero teams on multiple occasions.
Five years ago, after Kamada Khan were responsible for the death of the hero named Pixie, a combined team of heroes assaulted the villians cloaked ship and sent her fleeing in an escape pod. The pod appeared to enter an artifical wormhole leaving the solar system. However, Praetorian remained behind and was easily apprehended by the group of heroes.
Praetorian was convicted and incarcerated in a maximum security prison for metahumans. After three months of incarceration, Ryan began to exhibit unusal psychological symptoms. The prison psychiatrist began to see signs off guilt and remorse, something Ryan had not shown until this time. Continued diagnosis indicated that Ryan was showing classic signs being brainwashed and post tramatic stress disorder. Over the next nine months, Ryan showed almost total recovery of memories and personalities, although he is still plagued by occasional relapses of brainwashing.
After service for four years in the <REDACTED>, Ryan received a pardon for his crimes. While serving, he adopted the codename Ronin. He has been relocated to Emerald City and setup with a job as a security guard.
Last edited by kenseido on Sat Nov 24, 2012 5:39 pm, edited 1 time in total.
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Re: Kenseido's Menagerie

Postby kenseido » Fri Sep 28, 2012 1:44 pm

G-Factor (Jacob Tyke)
Image
STR 3/10, STA 7, AGL 7, DEX 3, FGT 6, INT 3, AWE 3, PRE 2

Powers:
Personal Gravity Manipulation: (Array)
• Inward Gravity: Enhanced Strength 7, Dynamic • 15 points
- AE: Directional Gravity: Movement 2 (Wall-Crawling 2), Dynamic • 2 points
- AE: Increase Gravity: Feature 4 (Increase Mass), Dynamic • 2 point
- AE: Lower Gravity: Leaping 4, Dynamic • 2 points

• Free Fall: Movement 1 (Safe Fall), Sustained • 2 points
• Gravitic Adaptation: Movement 2 (Environmental Adaptation— High-G, Zero-G) • 4 points
• Gravitic Sense: Senses 3 (Detect Gravity 2, [ranged], Acute) • 3 points
• Gravitic Stasis: Immunity 2 (Gravity Effects) • 2 points

Advantages: Attractive, Close Attack 4, Defensive Attack, Defensive Roll 3, Evasion,
Improved Defense, Improved Initiative, Luck 1, Power Attack

Skills: Acrobatics 2 (+9), Athletics 4 (+7/+14), Deception 2 (+4), Expertise: History 2 (+5),
Expertise: Pop Culture 2 (+5), Expertise: Writing 4 (+7), Insight 4 (+7), Investigation 2 (+5),
Perception 6 (+9), Persuasion 4 (+6), Ranged Combat (Throwing) 6 (+9)

Offenses:
Initiative +11
Unarmed +10, Close, Damage 3/10

Defenses: Dodge 10, Parry 10, Will 10, Fortitude 10, Toughness 10/7

Abilities 68 + Powers 32 + Advantages 14 + Skills 19 + Defenses 17 = 150

Complication:
Motivation- Doing Good: Having grown up in a small town, Jacob has some old fashioned attitudes about right and wrong.
Honor: Jacob's old fashioned values gives him a strong sense of honor. He won't take the first swing, he will never do anything dirty or underhanded, and he always keeps his word.

Background: Jacob Tyke grew up in a small Texas town. His dad had his entire life planned out for him before he hit the delivery room. His grandfather had been a high school football star, his dad had been a high school football star and was now a high school football coach, and his older brother was a high school football star on his way to a Top 10 college on a full college scholarship.
His dad started his training early, but Jacob was never as fast as the other kids and he got tired real easy. For years his dad pushed him, trying harder and harder to make him a star player, but no matter what, Jacob moved like he was carrying five times his weight.
Jacob never wanted to play football anyway; he wanted to be a writer. He only felt good while he was writing. Jacob explored his inner self through his writing. Through his writing, Jacob began learning about his powers, and began practicing to control them. Between his powers and his father's intense training; Jacob found he had serious abilities. He continued to tank his father's football training, and his father gave up on him in favor of his younger brother. When he graduated from high school, he moved to the big city to find his fortune.
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Re: Kenseido's Menagerie

Postby kenseido » Sun Nov 04, 2012 4:44 pm

Dante (Casey Daley) - PL 6
Image
Strength 2, Stamina 2, Agility 2, Dexterity 4, Fighting 7, Intellect 2, Awareness 2, Presence 2

Advantages
Attractive, Defensive Roll 3, Equipment 4, Fascinate (Expertise), Luck 1, Skill Mastery: Sleight of Hand

Skills
Acrobatics 1 (+3), Athletics 1 (+3), Close Combat: Knife 1 (+8), Deception 4 (+6),
Expertise (PRE): Stage Magician 6 (+8), Expertise: Arcane Lore 6 (+8), Insight 2 (+4), Investigation 2 (+4),
Perception 3 (+5), Persuasion 2 (+4), Ranged Combat: Throw 1 (+5), Sleight of Hand 6 (+10),
Stealth 3 (+5), Technology 2 (+4), Vehicles 2 (+6)

Powers

Equipment
Magic Tricks [generic magic tricks; pyrotechnics:
. . concussion powder: Burst Area Dazzle 4 (audio sense, Resisted by: Fortitude, DC 14; Burst Area)
. . dragons breath: Damage 4 (DC 19; Reach (melee) 2: 10 ft.)
. . flash powder: Burst Area Dazzle 4 (visual sense, Resisted by: Fortitude, DC 14; Burst Area)
. . smoke cloud: Cloud Area Concealment Attack 2 (Sense - Sight, Increased Range: ranged)]
Silver Dagger [Feature 1 (Silver); Strength-based Damage 2, DC 19]

Offense
Initiative +2
concussion powder: Burst Area Dazzle 4 (DC Fort 14)
dragons breath: Damage 4, +7 (DC 19)
flash powder: Burst Area Dazzle 4 (DC Fort 14)
smoke cloud: Cloud Area Concealment Attack 2 (DC Dog 12)
Silver Dagger, +8 (DC 19)
Grab, +7 (DC Spec 12)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Defense
Dodge 7, Parry 7, Fortitude 4, Toughness 5/2, Will 7

Power Points
Abilities 46 + Powers 0 + Advantages 11 + Skills 21 (42 ranks) + Defenses 12 = 90

Dante (Casey Daley) PL3 - PL 3

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

Advantages
Attractive, Skill Mastery: Sleight of Hand

Skills
Acrobatics 1 (+2), Athletics 1 (+1), Deception 3 (+5), Expertise (PRE): Stage Magician 5 (+7),
Expertise: Arcane Lore 2 (+4), Insight 1 (+3), Perception 2 (+4), Persuasion 2 (+4), Sleight of Hand 5 (+8)

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 4, Parry 4, Fortitude 2, Toughness 1, Will 4

Power Points
Abilities 22 + Powers 0 + Advantages 2 + Skills 11 (22 ranks) + Defenses 10 = 45

Background
Casey was a rising young star in the magic scene under the stage name of Dante. He was attracting quite a crowd, until about five years ago when an unusual fan took it to far. He barely escaped with his life.
Ever since, he has been hunting down supernatural menaces in between gigs. As his act is built around magic being real, he attracts desperate people in need of help. And he is always happy to meet out a little revenge.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Nov 05, 2012 10:21 am

Cain Bennet
Image
PL 8
STR 13 (+1), DEX 16 (+3), CON 18 (+4), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills: Concentration 6 (+8), Cr (artisitic) 10 (+11), Drive 8 (+11), Kn (art) 8 (+9),
Kn (history) 4 (+5), Kn (pop culture) 4 (+5), Notice 4 (+6), Sense Motive 4 (+6)

Feats: Dodge Focus 2, Improved Aim, Power Attack, Precise Shot

Powers: Magnetic Control 8 (PF: Indirect, Precise, Subtle)
-AP: Attract/Repel 8
-AP: Deflect 8 (All; PF: Extended Reach 3; F: Slow and Fast limited to metal)
-AP: EM Blast 8 (PF: Accurate, Precice, Split Attack)
-AP: Environmental Control 8 (Distraction)
-AP: Nullify Machines 8 (PF: Accurate, Selective, Split Attack)
-AP: Obscure 8 (Radio)
-AP: Shape Matter 3 (E: Range Perception, Continuous; PF: Precise; F: Metal Only)
Flight 3
Force Field 4
Immunity 5 (Magnetism)
Super-Senses 4 (Detect Magnetic Fields, ranged, acute, Direction Sense)
Telepathy 1
AP: Mind Reading 6 (F: Range Touch)

Combat: Init +3; Attack +6, EM Blast +8; Grapple +7;
Damage: Unarmed +2, EM Blast +8
Defense +8 (+3 flat-footed)

Saves: Toughness +8/+4, Fortitude +7, Reflex +8, Will +7

Abilities 23 + Skills 13 + Feats 5 + Powers 48 + Combat 24 + Saves 15 = 130

Complication:
Power Loss: Flight requires some sort of metal to lift him
Public Identity: He was recorded using his powers and outted publically

Background:
Cain is the son of Jacob Bennet, a powerful industrialist, and Eliza. His mother died in childbirth and Jacob treated Cain as the successor to his legacy from the get go, even after he re-married and had children with his second wife.

Cain, however, was only ever interested in art. At the age of thirteen, he found he had the ability to control metal. As time passed, he slowly developed control over his magnetic abilities. He kept them a secret because his father was highly prejudiced against metas.

When Cain turned 16, he told his Dad he wasn't interested in college; his father took it in stride. Having never graduated college himself, Jacob felt his son would do better working his way up to the top like he did. He put his son to work after school and in the summer in his business. Undaunted, Cain continued working on his art in whatever free time he could find.

After graduating high school, he continued working at his dad's company until one day he witnessed a bank robbery. During the chaos, the escaping criminals lost control of their vehicle and was headed for a woman and her small child. Without thinking, Cain reacted and stopped the car in mid-air. Unfortunately, the whole thing was filmed and Cain's exploits made the evening news.

Cain's father immediately disowned him and produced evidence that his mother had an affair and Cain wasn't his child. Abandoned by his family and ostracized by his public outing, Cain decided leaving Freedom City and exploring the country was a perfect way to start over and inspire new art.
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Kenseido's Menagerie of Characters
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Sat Apr 13, 2013 1:05 pm

Yamainu - PL 8
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Theme Song

Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 6, Intellect 0, Awareness 4, Presence 4

Advantages
Attractive, Languages 1, Luck 2, Power Attack, Skill Mastery (Deception), Takedown, Taunt, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+6), Close Combat: Unarmed 2 (+8), Deception 6 (+16), Expertise: Streetwise 4 (+4),
Insight 2 (+12), Intimidation 2 (+6), Perception 4 (+8), Persuasion 2 (+12), Sleight of Hand 4 (+6), Stealth 4 (+8/+14)

Powers
Hear the Whisphers: Comprehend 1 (Spirits - Medium)
See the Veil: Immunity 10 (Illusion effects; Limited - Half Effect)
Step Sideways: Movement 1 (Dimensional: Umbra, 50 lbs.; Quirk: Requires reflective surface)
Trickster Totem (Activation: Free Action)
. .Trickster's Gifts:
. . .Confusion: Affliction 8 (Impaired & Vulnerable/Disabled & Defenseless, Resisted by: Will;
Extra Condition, Increased Range 2: perception; Limited Degree)
. . .Glamour: Illusion 8 (Affects: Three Sense Types - audio and visual, Area: 250 cft., DC 18)
. . .Polymorph: Morph 4 (Alternate; +20 Deception checks to disguise; Any form;
Metamorph 4 [Coyote, Fox, Rabbit, Raven])
. . .Tongues: Comprehend 6 (Animals - Speak/Understand, Languages - Read/Speak/Understand/Be Understood)
. . .Without a Trace
. . . .Concealment 10 (All Senses; Precise; Passive)
. . . .Enhanced Trait 5 (Traits: Stealth +6, Advantages: Hide in Plain Sight, Skill Mastery: Stealth)
. . . .Movement 4 (Trackless: audio, olfactory, tactile, visual)
. .Trickster's Tongue: Enhanced Trait 12 (Traits: Presence +2, Deception +6, Persuasion +6,
Advantages: Skill Mastery: Deception, Taunt)
. .Trickster's Wisdom: Enhanced Trait 7 (Traits: Awareness +2, Insight +6)
.Werewolf Form (Alternate)
.Wolf Form (Alternate)

Offense
Initiative +4
Grab, +6 (DC Spec 13)
Lunacy: Affliction 8 (DC Will 18)
Throw, +1 (DC 18)
Unarmed, +8 (DC 18)

Complications
Disability: Yamainu's werewolf and wolf forms are subject to powers affecting animals. The wolf form is unable to speak

and has no hands to manipulate with.
Orphan: Kaito has no idea about werewolf "society" or even what tribe he is part of.
Trickster: Having taken on the Trickster totem, Kaito will occasionally find himself in the middle of a prank without

knowing how he got there.
Weakness: As a werewolf. Yamainu has a weakness to silver.

Languages
English, Native Language: Japanese

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

Power Points
Abilities 44 + Powers 58 + Advantages 7 + Skills 18 + Defenses 13 = 140

----------------------------
Werewolf Form
Strength 5, Stamina 5, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Daze (Intimidation), Fascinate (Intimidation), Fearless, Improved Initiative, Languages 1, Luck 2,
Power Attack, Startle, Takedown 2, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+10), Close Combat: Unarmed 2 (+10), Deception 6 (+8), Expertise: Streetwise 4 (+4),
Insight 2 (+4), Intimidation 10 (+12), Perception 4 (+6), Persuasion 2 (+4), Sleight of Hand 4 (+6), Stealth 4 (+8)

Powers
Hear the Whisphers: Comprehend 1 (Spirits - Medium)
See the Veil: Immunity 10 (Illusion effects; Limited - Half Effect)
Step Sideways: Movement 1 (Dimensional: Umbra, 50 lbs.; Quirk: Requires reflective surface)
Werewolf Abilities
. Claws
. . Claws of Steel: Strength-based Damage 1 (Improved Critical; Accurate: +2, Penetrating 6)
. . Flashing Claws: Strength-based Damage 1 (Improved Critical; Accurate: +2, Multiattack 6)
. Leaping 1 (Leap 15 feet at 4 miles/hour)
. Movement 1 (Sure-footed)
. Protection 1
. Regeneration 2 (Every 5 rounds)
. Senses 6 (Acute: olfactory, Danger Sense: auditory, Darkvision, Extended: auditory 1: x10, Ultra-hearing)
. Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +8
Grab, +6 (DC Spec 15)
Throw, +1 (DC 20)
Unarmed, +10 (DC 21)

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 6, Will 5

----------------------------
Wolf Form
Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Defensive Roll 2, Evasion 2, Fearless, Improved Initiative, Improved Trip, Languages 1, Luck 2,
Move-by Action, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+6), Close Combat: Unarmed 2 (+10), Deception 6 (+8), Expertise: Streetwise 4 (+4),
Insight 10 (+12), Intimidation 6 (+8), Perception 16 (+18), Persuasion 2 (+4), Sleight of Hand 4 (+5),
Stealth 4 (+8)

Powers
Hear the Whisphers: Comprehend 1 (Spirits - Medium)
See the Veil: Immunity 10 (Illusion effects; Limited - Half Effect)
Step Sideways: Movement 1 (Dimensional: Umbra, 50 lbs.; Quirk: Requires reflective surface)
Wolf Abilities
. Leaping 1 (Leap 15 feet at 4 miles/hour)
. Movement 1 (Sure-footed)
. Regeneration 2 (Every 5 rounds)
. Senses 11 (Acute (Type): olfactory, Darkvision, Extended: hearing 2: x100, Extended: olfactory 2: x100,
Tracking: olfactory 2: full speed, Ultra-hearing)
. Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +8
Grab, +6 (DC Spec 13)
Throw, +1 (DC 18)
Unarmed, +12 (DC 18)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 5/3, Will 5

Background
Kaito was born in Japan, his father a very prominent business man. His mom revealed to his Dad that Kaito was not his, but she had a one night stand with an American. Kaito's father decided to cover up the affair so he didn't lose face. However, when Kaito was twelve, he transformed into a werewolf on the full moon. This enraged his "father" so much that he kicked Kaito out of the house.

Kaito lived on the streets for two years, until he stole a car of a professional baseball player. Yamacha chased Kaito down to get his car back. When he caught him, the young thief went werewolf on him and Yamcha was forced to subdue him. Yamcha decided he could improve his reputation by teaching this kid and turning him away from the path of evil.

After six months of training, Kaito decided there was nothing else Yamcha could teach him, so he stole his car and several thousand yen, then bought a plane ticket to America. Upon arriving, he decided he would make a name for himself by beating up some supers. After getting pwned by the third hero - a student at Hope Prep no less, he was arrested and taken to jail. After hearing his story, the judge decided to have him enrolled in AA.

Edit 1: Added the Wolf Form to the Metamorph.
Edit 2: Increased Dodge and Parry 1. Increased Close Combat and Ranged Combat Skills by 1 each, making him 7.5 in Human form. I haven't adjusted the alternate forms at this time.
Edit 3: Changed out the Metamorph for Alternate Forms. Added Step Sideways. He also drops back to PL7 in Human form for now.
Edit 4: Increased Kaito's Dodge and Parry by 1, and upped the skills in Unarmed and Ki Techniques by 1. Had to reduce corresponding abilities in Werewolf form which I used the points to increase his Awareness and Perception.
Edit 5: Increased Kaito's Dodge and Parry by 1, and upped the skills in Unarmed and Ki Techniques by 1. Had to reduce corresponding abilities in Werewolf form which I used the points to increase his Intimidate and added Fascinate (Intimidation). reduced same skills in Wolf Form and upped Perception.
Edit 6: Dropped Ki abilities in favor of a Totem, in this case a Trickster totem.
Edit 7: Added Limited Immunity to Illusion effects.

Original Build wrote:Yamainu - PL 8
Strength 4, Stamina 4, Agility 4, Dexterity 1, Fighting 6, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Defensive Roll 2, Evasion, Improved Initiative, Languages 1, Luck 2, Move-by Action, Power Attack,
Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+6), Close Combat: Unarmed 6 (+12), Deception 4 (+6), Expertise: Streetwise 4 (+4),
Insight 2 (+4), Intimidation 3 (+5), Perception 4 (+6), Persuasion 2 (+4), Ranged Combat: Ki Techniques 5 (+6),
Sleight of Hand 4 (+5), Stealth 4 (+8)

Powers
Bukujutsu: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Ki Techniques
. . Kamehameha: Blast 10 (DC 25; Distracting)
. . Ki Senses: Senses 10 (Accurate (Type): Detect, Acute: Detect, Detect: Ki 2: ranged, Extended: Detect 2: x100, Tracking: Detect 1: -1 speed rank)
. . Souki Dan: Blast 8 (DC 23; Accurate: +2, Homing: 1 extra attempt; Distracting)
. . Wolf Fang Fist (Advantages: Improved Critical 2; Multiattack, Penetrating 4)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Werewolf Form (Activation: Standard Action)
. . Wolf Form (Alternate; Activation: Standard Action)

Offense
Initiative +8
Grab, +6 (DC Spec 14)
Kamehameha: Blast 10, +6 (DC 25)
Souki Dan: Blast 8, +8 (DC 23)
Throw, +1 (DC 19)
Unarmed, +12 (DC 19)

Complications
Disability: Yamainu's werewolf and wolf forms are subject to animal rules and powers. The wolf form is unable to
speak and has no hands to manipulate with.
Full Moon: On the night of the full moon, Kaito changes to his werewolf form and stays that way until morning
Orphan: Kaito has no idea about werewolf "society" or even what tribe he is part of.
Weakness: As a werewolf. Yamainu has a weakness to silver.

Languages
English, Native Language: Japanese

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 6/4, Will 6

Power Points
Abilities 46 + Powers 36 + Advantages 12 + Skills 22 (44 ranks) + Defenses 17 = 133


--------------------

Werewolf Form

Strength 6, Stamina 6, Agility 2, Dexterity 1, Fighting 6, Intellect -2, Awareness 5, Presence 2

Advantages
Daze (Intimidation), Defensive Roll, Evasion, Fascinate (Intimidation), Fearless, Improved Critical 2: Unarmed, Improved Initiative,
Languages 1, Luck 2, Move-by Action, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+6), Athletics 2 (+8), Close Combat: Unarmed 4 (+10), Deception 4 (+6), Insight 2 (+7),
Intimidation 10 (+12), Perception 5 (+10), Ranged Combat: Ki Techniques 5 (+6), Stealth 4 (+6)

Powers
Bukujutsu: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Fetaure: Unarmed causes slashing damage
Ki Techniques
. . Kamehameha: Blast 10 (DC 25; Distracting)
. . Ki Senses: Senses 10 (Accurate (Type): Detect, Acute: Detect, Detect: Ki 2: ranged, Extended: Detect 2: x100, Tracking: Detect 1: -1 speed rank)
. . Souki Dan: Blast 8 (DC 23; Accurate: +2, Homing: 1 extra attempt; Distracting)
. . Wolf Fang Fist (Advantages: Improved Critical 2; Multiattack, Penetrating 4)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Werewolf Abilities
. . Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Canines)
. . Protection 2 (+2 Toughness)
. . Regeneration 2 (Every 5 rounds)
. . Senses 6 (Acute: olfactory, Danger Sense: auditory, Darkvision, Extended: hearing; Ultra-hearing)
. . Wolf Fang Fist (Multiattack +2, Penetrating +2)

Offense
Initiative +6
Grab, +6 (DC Spec 16)
Kamehameha: Blast 10, +5 (DC 25)
Souki Dan: Blast 8, +7 (DC 23)
Throw, +1 (DC 21)
Unarmed, +10 (DC 21)

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

--------------------

Wolf Form - PL 8

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

Advantages
Defensive Roll 2, Evasion, Fearless, Improved Critical 2: Unarmed, Improved Initiative, Improved Trip, Luck 2,
Move-by Action, Move-by Action, Power Attack, Skill Mastery: Perception, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+6), Close Combat: Unarmed 4 (+8), Deception 4 (+6), Insight 4 (+8),
Intimidation 7 (+9), Perception 12 (+16), Ranged Combat: Ki Techniques 3 (+4), Stealth 4 (+8)

Powers
Bukujutsu: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Ki Techniques
. . Kamehameha: Blast 10 (DC 25; Distracting)
. . Ki Senses: Senses 10 (Accurate (Type): Detect, Acute: Detect, Detect: Ki 2: ranged, Extended: Detect 2: x100, Tracking: Detect 1: -1 speed rank)
. . Souki Dan: Blast 8 (DC 23; Accurate: +2, Homing: 1 extra attempt; Distracting)
. . Wolf Fang Fist (Advantages: Improved Critical 2; Multiattack, Penetrating 4)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Wolf Abilities
. . Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Canines)
. . Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Regeneration 2 (Every 5 rounds)
. . Senses 5 (Acute: olfactory, Darkvision, Extended: hearing; Tracking: olfactory 1: -1 speed rank, Ultra-hearing)
. . Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +8
Grab, +4 (DC Spec 14)
Kamehameha: Blast 10, +4 (DC 25)
Souki Dan: Blast 8, +6 (DC 23)
Throw, +1 (DC 19)
Unarmed, +8 (DC 19)

Defense
Dodge 9, Parry 7, Fortitude 7, Toughness 6/4, Will 8
Last edited by kenseido on Mon Feb 17, 2014 12:15 am, edited 3 times in total.
-----------------------------
Kenseido's Menagerie of Characters
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Tue Jun 11, 2013 9:16 am

Hi-Tech (Mitchell Stone)
Image
PL 10
ST 16/20 (+3/+5), DEX 14 (+2), CON 16 (+3), INT 22 (+6), WIS 14 (+2), CHA 12 (+1)

Skills:
Bluff 6 (+7), Computers 6 (+12), Cr (Electronic) 9 (+15), Cr (Mechanical) 9 (+15), Disable Device 6 (+12),
Drive 4 (+6), Intimidate 4 (+5), Kn (Cars) 4 (+10), Kn (Physical Sciences) 4 (+10),
Kn (Technology) 6 (+12), Notice 4 (+6), Pr (Auto Mechanic) 6 (+12), Sense Motive 4 (+6)

Feats:
Attack Focus (Ranged) 4, Dodge Focus 4, Equipment 2, Improved Aim, Inventor, Luck 2, Power Attack,
Precise Shot, Teamwork 2

Powers:
Device 12 (Armored Suit; Hard to Lose; Drawback: Normal Identity [Full Round]) (44pp)
•Aerowing Flight Systems [Flight 5 (250 mph; D: Wings)] [9]
•Armor [Protection 5 (E: Impervious)] [10]
•Exoskeleton [Enhanced STR 4 & Super-strength 2 (heavy load 1600 lbs)] [8]
•Radio [Feature 1 (Commlink) & Super-senses 1 (Radio)] [2]
•Sealed Systems [Immunity 4 (Cold and Heat Environments, Suffocation)] [4]
•Toolkit [Feature 2 (Electronics Toolkit, Mechanics Toolkit)] [2]
•Visor [Super-senses 3 (IR Vision, Low-light Vision, UV Vision)] [3]
•Weapon System [Array 10; two AP's)] [22]
-Electrolaser: Electrical Control 8 (PF: Improved Critical 2, Precise, Split Attack)
-Pulse Lasers: Blast 7 (E: Auto-fire; D: Reduced Range)
-Tractor Beam: Move Object 8 (PF: Precise, Split Attack)

Equipment:
Commlink, Mini-Tracer, Multi-tool, Nylon Cuffs, Rebreather

Combat:
Attack +8, Ranged +12, Grapple +11/+15;
Damage: Unarmed +3/+5, Pulse Lasers +7, Electrolaser +8;
Defense +12 (+4 flat-footed), Initiative +2

Saves:
Toughness +3/+8 (Impervious 5), Fortitude +8, Reflex +7, Will +8

Abilities 34 + Skills 18 + Feats 18 + Powers 44 + Combat 32 + Saves 16 = 162

Complication:
From somewhere else: Is from another dimension, and his identity is manufactured.
Motivation- Redemption: Wants to make up for his crimes on his world, and for his role in its destruction.
Relationship: Mitchell is dating an exotic dancer named Amber. He also feels beholden to Chuck, who owns the shop where he works part-time, for being the first person to help him out when he arrived in this dimension.

Background:
Mitchell Stone was the best friend of the most dangerous man in the world. Ryan hadn't started out that way; he was just a the smartest person in the room. Always. When Ryan discovered that Omega was going to destroy the world, he knew he had to act. When others told him he was crazy, Ryan started a quest to save the world - from themselves.

Mitchell followed Ryan on his mad quest; not as smart as Ryan, Mitchell was a fairly able assistant until Omega came to his world. Ryan tried to stop him, unfortunately he had spent so much time trying to dominate the world; he was unprepared for the Lord of Entropy. In addition, Ryan had beat down the heroes of his world, they were also unable to aid against for Omega's attack.

As the end game, Mitchell suddenly found himself on another world. A failsafe in some of the equipment provided by Ryan shifted him to a new world. On this new world, Mitchell decided to start fresh and become a hero.
-----------------------------
Kenseido's Menagerie of Characters
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