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.
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Tue Jun 11, 2013 9:19 am

Photon (Kent Miller)
Image
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)

Skills: Bluff 8 (+10), Kn [Pop Culture] 4 (+4), Kn (Streetwise) 4 (+4), Notice 6 (+8),
Pro (Gambler) 6 (+6), Sense Motive 8 (+10), Sleight of Hand 8 (+9)

Feats: Attack Spec. [Light Control Array] 2, Attractive, Dodge Focus 4, Luck, Move-By Action, Power Attack

Powers: Light Control 15 (PF: Precise; Dynamic) (42pp)
-DAP: Blast 12 (PF: Improved Critical 2, Precise, Riccochet 3)
-DAP: Dazzle 12 (visual; PF: Improved Critical 2, Precise, Riccochet 3)
-DAP: Dazzle 10 (visual; E: Area [Burst]; F: Touch Range)
-DAP: Flight +10
-DAP: Invisibility 4 (all visual senses) & Insubstantial 3 (light)

Flight 10 (20pp)
Force Field 11 (11pp)
Immunity 10 (Light effects) (10pp)

Combat: Attack +4, Light Control Array +8
Defense +8 (+2 flat-footed)
Initiative +1

Saves: Toughness +12/+1, Fort +8, Ref +8, Will +7

Abilities 14 + Skills 11 + Feats 10 + Powers 83 + Combat 16 + Saves 19 = 153

Complications: Criminal Record: Kent has a record of criminal misdemeanors.

Fast as light: When using his flight over rank 5, he has a tendency to overshoot his target destination.

Motivation- Thrills: Kent is looking to have a good time with his powers.

Background: Kent Miller is college dropout who was running a shell game on Yellow Brick Road when the Silver Storm changed his life forever.
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Kenseido's Menagerie of Characters

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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Tue Jun 11, 2013 9:21 am

Maven (Troy Alexander)
Image
PL 10
ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 8 (-1)

Skills:
Acrobatics 2 (+5), Computers 6 (+8/+16), Craft (Electrical) 4 (+6/+10), Craft (Mechanical) 4 (+6/+10),
Disable Device 4 (+6/+14), Kn (art) 3 (+5), Kn (literature) 3 (+5), Kn (Physical Sciences) 4 (+6),
Kn (Technology) 6 (+8/+16), Notice 4 (+6)

Feats:
Equipment, Jack-of-All-Trades, Luck 2

Powers:
Technopathy (29pp)
•Comprehend 2 (Electronics) [4pp]
•Datalink 7 (PF: Cyberspace) [8pp]
-AP: Machine Control (Move Object 3, Range Perception, Precise, Subtle, Limited to Technology) (1pp)
•Enhanced Skills 8 (Computers +8, Craft (Electrical) +4, Craft (Mechanical) +4, Disable Device +8,
Kn [Technology] +8) [8pp]
•Feature 1 (Use Kn [technology] for Detect) [1pp]
•Quickness 3 (x10; F: Limited to Computers) [1pp]
•Super-senses 6 (Detect Technology, ranged, acute, analytical, extended 2) [6pp]

Powersuit (Device, Hard to Lose; PF: Restricted [Technopaths]) (58pp)
•"Combat Computer" Enhanced Feats (Attack Specialist 2 (masers), Dodge Focus 4, Improved Aim,
Precise Shot) (8pp)
•"Flex metal Armor" Protection 9 (9pp)
•"Masers" Blast 12 (PF: Split) (25pp)
-AP: Enhanced Strength 14 & Super-Strength 5 (Heavy Load ~12 tons) (1pp)
•"Pulse Flight Systems" Flight 5 (10pp)
•"Sensor Array" Super-senses 4 (RADAR, extended) (4pp)

Equipment:
Computer, PDA, Mini-Toolkit

Combat:
Attack +4, Masers +8, Grapple +6/+18;
Damage: Unarmed +2/+9, Masers +12
Defense +8 (+2 flat-footed), Initiative +3

Saves:
Toughness +3/+12, Fortitude +6, Reflex +6, Will +7

Abilities: 22 + Skills:10 + Feats: 4 + Powers: 87 + Combat: 16 + Saves: 11 = 150

Complications:
Motivation- Doing Good: Having grown up in a small town, Troy has some old fashioned attitudes about right and wrong.

Look at the time: When interfacing with machines, Troy tends to lose track of time and may often forget the original task.

Who?: Troy grew up in a little town with no TV and litte contact with the outside world. He spent four years in college trying to catch up, but he is still missing a lot of details about the big world.

What?: Troy's suit has an AI, but it is damaged and speaks an alien language. It is constantly throwing things in his visual field that he doesn't understand. This can cometimes be distracting.

Background:
Troy grew up in a little town in West Texas. His parents were fed up with the big city life, so they moved there to get away from it all. They refused to let a TV or radio in the house. While his fellow schoolmates were playing video games and watching DVDs, Troy was listening to classical music and reading books. His parents taught him classic 50's values and homeschooled him, leaving him very ill-prepared for leaving his hometown to go to college.

After years of pleading with his parents, they finally let Troy attend public school his senior year. On a field trip to a college in Dallas, Troy encounter with the computer lab. Troy immediately passed out as his powers activated for the first time. For seven minutes, Troy was connected to the Internet and learned about the world outside his hometown. Despite his parents protests, Troy earned a college scholarship and went off to the big city to find his fortune. College life would have eaten him alive if not for his roomate Gary, who took the naive Troy under his wing and guided him through the maze.

Shortly after graduating, he experienced his first superhero fight, and Troy knew what he wanted to do. Not long after that, he encountered a dead alien wearing a advanced tech suit. The suit was badly damaged. Troy found the suit to be way more advanced than what he knows and the computer, despite Troy's abilities, is speaking to him in an alien tongue. Either that or it's language files are corrupted. Either way, Troy has repaired the suit enough to go out on his first mission as a superhero, Maven.
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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 Aug 05, 2013 2:05 pm

Image
Kisai - Philip Saito
PL: 10
STR 14, DEX 18, CON 16, INT 14, WIS 20, CHA 12

Skills: Acrobatics 8 (+12), Climb 4 (+6), Computers 3 (+5), Concentrate 4 (+9), Cr (electrical) 10 (+12),
Diplomacy 4 (+5), Kn (arcane lore) 3 (+5), Kn (history) 3 (+5), Kn (physical science) 10 (+12), Kn (technology) 4 (+6),
Kn (theology/philosophy) 3 (+5), Lang 2 (Latin, Japanese; Native: English), Notice 8 (+13), Sense Motive 6 (+11)

Feats: All-out Attack, Attack Focus (melee) 4, Attack Specialist (Dragon Breath) 1, Attractive, Dodge Focus 2,
Improved Block, Improved Initiative, Power Attack, Takedown Attack

Powers:
Dream: Enhanced Feat (Beginners Luck)
Feature 1 (Costume is always immaculately clean and in perfect condition) [1pp]
Force Field 9 (E: Impervious) [18PP]
Levitate: Flight 2 (25 MPH) [4PP+1PP]
-Flash Step: Teleport 1 (E: Change Direction, Move-by Action)

Magic 12 [24PP+7pp]
-Disrupt Magic: Nullify Magic 8 (E: Range Perception)
-Dragon Charge: Damage 10 (E: Area Shapeable; PF: Progression 2/2)
-Dragon Strike: Strike 8 (E: Penetrating 10; PF: Affects Insubstantial 2, Improved Critical 2, Mighty, Reach)
-Dragon Breath: Blast 10 (PF: Accurate, Affects Insubstantial 2, Improved Critical)
-Heal: Healing 8 (E: Total)
-Telekinesis: Move Object 8 (E: Range Perception)
-Teleport: Teleport 5 (E: Accurate, Affects Others; PF: Change Direction, Change Velocity, Easy, Progression)
-Vanish: Concealment 10 (E: Affects Others; PF: Close Range, Progression 2, Selective; F: Passive)

Super-Senses 2 (Magic Awareness, radius) [2PP]

Combat: Init +8; Attack +6, Dragon Breath +10, Melee +10
Damage: Unarmed +2, Dragon Breath/Charge/Strike +10
Defense +8 (+3 flat-footed)

Saves: Tou +3/+12 (Impervious 9), Fort +8, Ref +9, Will +10

Abilities 34 + Skills 18 + Feats 13 + Powers 58 + Combat 24 + Saves 15 = 162

Unspent XP: 0

Complications:
Magical Family - Philip belongs to a family of magi. He is targeted by the family's enemies.
Motivation: Doing good - Philip is generally a good guy and wants to do good with his abilities.
Relationship - Several members of his family are trying to manipulate Philip since he represents a break in tradition. He is also dating Rheia, Greek woman with minor psychic abilities who works as a fortune teller at a new age shop.
Wild Mage - Anytime a spell fails, or when he power stunts off his Magic array, there is a chance of a magical backfire.

Background:
Philip belongs to a family of mystics. In the family, powers skip every other generation, and those become librarians and bodyguards for the others. So that is what Philip was training to do and where he met Rheia, brought in to be tested by Philip's parents. By high school, both of them wanted out of the family biz. Philip was interested in science, and Rheia was interested in making money. So when they turned 18, they both left home and traveled across country to get as far away from their families as possible.
In EC, Philip went to college while Rheia went to work as a fortune teller and medium. It was during the Silver Storm that his powers manifested to protect him. He tried to help, but ended up causing more damage. The authorities brought him in as another Stormer, and he didn't resist. His father has hired an attorney to get him released. During the breakout, Philip aided the guards and heroes against the inmate.
Last edited by kenseido on Mon Jan 20, 2014 11:25 pm, 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 » Wed Oct 09, 2013 12:51 pm

Image
Andrel
PL: 10 (150pp)

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 24 (+7) WIS: 20 (+5) CHA: 12 (+1)

Skills: Computers 8 (+15), Cr [Mechanical] 8 (+15), Cr [Electrical] 8 (+15), Disable Device 8 (+15),
Investigate 8 (+15), Kn [Life Science] 4 (+11), Kn [Physical Science] 8 (+15), Kn [Technology] 8 (+15),
Languages 4, Medicine 4 (+9), Notice 4 (+9), Pilot 4 (+6), Search 8 (+15), Sense Motive 8 (+13), Stealth 8 (+10)

Feats: Beginner’s Luck, Dodge Focus 4, Eidetic Memory, Improvised Tools, Inventor, Jack of All Trades, Luck

Powers: Gallifreyan Physiology [18pp]
-Enhanced Feat (Endurance) (1pp)
-Feature (able to see beings in Terminus as they are) (1pp)
-Immunity 3 (Aging, Radiation, Sleep; F: Limited) (2pp)
-Regeneration 11 (Rec +6, Resurrection 1 min, PF: Reincarnation) (12pp)
-Super-senses 2 (Time Awareness, acute) (2pp)

Device 1 (D-Jacket; hard to lose) [4pp]
-Dimensional Pocket 2, Grapple Required) (2pp)
-Enhanced Feats (Equipment 3) (3pp)
--Burglars Kit, Computer Kit, Electronics Kit, Investigators Kit, Medical Kit, Repair Kit, Survival Kit
--Mini-tracer, PDA w/audio-video recorder and library, Rebreather, Flashlight

Device 2 (Metatrix; hard to lose; PF: Restricted 2) [10pp]
-Comprehend 2 (speak/understand languages)
-Morph 1 (Metahuman Profiles; E: Continuous; PF: Metamorph 3)

Device 1 (Undercover Vest; hard to lose; PF: Subtle) [5pp]
-Protection 5

Combat: Attack +6
Dames: Unarmed +2
Defense +10 (+3 flat-footed) Init +2

Saves: Toughness +9/+4, Fortitude +7, Reflex +7, Will +10

Abilities 42 + Skills 25 + Feats 10 + Powers 37 + Combat 24 + Saves 13 = 151

Complications:
Metatrix: Each of the forms know about each others, but they do not share memories.
Outcast: Andrel fled Gallifrey and violated their laws by sharing their technology to help save a world. As a result, he can never return to Gallifrey.
Enemies: Despite being an outcast, Andrel still has the enemies of the Time Lords.

Background:
Andrel was a young Time Lord who quickly grew bored with Time Lord. He was assigned to a team of Time Lords who decommissioned old TARDISes. So instead he stole one.
After travelling around for a while, he landed on this world where his older TARDIS disrupted the temporal stasis field protecting the world and the planet started undergoing massive geological events. Andrel took parts of his TARDIS and rebuilt the stasis field.
Leaving Time Lord technology on the planet violated Gallifrey's highest laws. They permanently exiled him to Earth and crippled what was left of his TARDIS. Determined to make a difference on this world, he modified his chameleon arch to turn him into a human with an activated meta-gene. He went about assisting other heroes in fighting evil. Along the way, he scaled down the chameleon arch to watch size, and modified it to allow for three different meta-human forms.
Then Omega came. Seeing that fighting was futile, Andrel joined a group of heroes and travelled to Terminus to find a way to stop the invasion. The others were killed, but Andrel was captured. Omega recognized the value of having a Time Lord servant, so he imprisoned Andrel and sent him to be tortured and turned into a loyal slave.

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Arc (Kevin McNeil)
PL9
STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 12 (+1) CHA: 12 (+1)

Skills: Computers 12 (+16), Cr (electronic) 6 (+10), Disable Device 8 (+12), Drive 4 (+6), Kn (pop culture) 2 (+6),
Kn (streetwise) 4 (+8), Kn (technology) 2 (+6), Pr (hacker) 4 (+5), Stealth 6 (+7)

Feats: All-Out Attack, Attack Focus (Ranged) 3, Challenge (Computers: Evade Detection), Dodge Focus 3,
Online Research, Power Attack, Second Chance (Computers: Defeat Security)

Powers: Electrical control 9 (PF: Precice)
-AP: Electrical control 9 (E: Area Burst, F: Range Touch)
-AP: Magnetic control 9
-AP: Nullify (Electronics) 9 (PF: Precise)
-AP: Snare 9 (PF: Reversible) ["static cling"]
-AP: Strike 9 (E: Penetrating) ["taser punch"]
-AP: Stun 6 (E: Ranged, PF: Precice)
Flight 2 (D: Requires metal disc)
Force Field 5
Immunity 5 (Electrical damage)
Super-Senses 3 (Detect Electricity, ranged, Radio)

Combat: Attack +6, Ranged +9, Grapple: +9
Damage: Unarmed +3
Defense: +9 (Flat-footed: +3), Initiative: +2

Saves: Tough: +9/+4, Fort: +7, Ref: +6, Will: +7

Abilities 32 + Skills 12 + Feats 11 + Powers 41 + Combat 24 + Saves 12 = 132

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Jet (Tyler Mason)
PL: 9
STR: 18 (+4) DEX: 18/24 (+7) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

Skills: Acrobatics 4 (+12), Bluff 4 (+5), Climb 4 (+8), Cr (Mechanical) 4 (+6), Diplomacy 4 (+5), Drive +8 (+15),
Kn (life sciences) 4 (+6), Kn (Freedom City) 4 (+6), Kn (Streetwise) 4 (+6), Medicine 6 (+8), Notice 6 (+8),
Pr (Paramedic) 4 (+6), Sense Motive 4 (+6), Swim 4 (+8 )

Feats: All-out Attack, Challenge (One Hand on the Wheel), Direction Sense, Improved Block, Improved Defense,
Improved Grapple, Improvised Tools, Power Attack, Skill Mastery (Climb, Drive, Kn [Freedom City], Medicine),
Takedown Attack

Powers: Super-speed Container
•Enhanced Dexterity 6
•Enhanced Feats 15 (Attack Specialization [unarmed] 3, Defensive Roll 3, Dodge Focus 6, Elusive Target, Evasion,
Improved Initiative 2, Instant Up, Move-By Action, Uncanny Dodge [visual])
•Quickness 5
•Speed 7
•Strike 3 (PF: Mighty; AP: Autofire on STR, AP: Area Burst on STR)

Combat: Init +15, Attack: +5, Unarmed +11, Grapple +9
Damage: Unarmed +4, Strike +7
Defense +11 (+3 flat-footed)

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

Abilities 34 + Skills 16 + Feats 10 + Powers 43 + Combat 20 + Saves 12 = 135

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Stone (Professor Jeremy Stone)
PL: 9
STR: 14/28 (+9) DEX: 12 (+1) CON: 14/28 (+9) INT: 16 (+3) WIS: 14 (+2) CHA: 10

Skills: Acrobatic 4 (+6), Climb 4 (+6/+13), Kn (earth sciences) 4 (+7), Notice 4 (+6), Pr (teacher) 4 (+7),
Search 4 (+7), Sense Motive 4 (+4), Swim 4 (+6/*)

Feats: All-out Attack, Attack Focus (melee) 2, Chokehold, Dodge Focus 2, Improved Block, Improved Disarm,
Improved Grapple, Improved Trip, Power Attack

Powers:
Living Stone Form
-Enhanced Abilities (STR 14, CON 14) (28pp)
-Immunity 10 (Life Support, Need for Food) (10pp)
-Impervious Toughness 9 (9pp)
-Super-strength 4 (Heavy Load 10 tons; Bracing, Counter-punch) (10pp)

Combat: Init +1; Attack +7, Melee +9; Grapple +9/+21
Damage: Unarmed +2/+9
Defense: +9 (+4 flat-footed)

Saves: TOU +2/+9 (Impervious 9), FOR +5/+12, REF +5, WILL +6

Abilities 20 + Skills 8 + Feats 11 + Powers 57 + Combat 28 + Saves 11 = 135
Last edited by kenseido on Fri Jan 31, 2014 2:37 pm, edited 3 times in total.
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Kenseido's Menagerie of Characters

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kenseido
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Cosmic Entity
Posts: 21184
Joined: Wed Jul 25, 2007 8:57 am
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Re: Kenseido's Menagerie

Postby kenseido » Sun Oct 13, 2013 2:53 am

Alec Cole
Image
STR 14, DEX 14, CON 16, INT 18, WIS 14, CHA 10

Skills: Computers 8 (+12/+25), Cr (chemical) 8 (+12), Cr (electronic) 8 (+12), Cr (mechanical) 8 (+12),
Disable Device 8 (+12), Kn (physical sciences) 8 (+12), Kn (technology) 8 (+12), Notice 4 (+6/+14),
Search 8 (+12)

Feats: Attack Specialist 3 (Pistols), Defensive Attack, Dodge Focus 3, Equipment 4, Improved Aim,
Improved Defense, Improvised Tools, Inventor, Luck 2, Online Research, Power Attack,
Skill Mastery (Computers, Cr- electronics, Cr- mechanical, Disable Device)

Powers: Transducer 7
- Comprehend 1 (Machines) (2pp)
- Datalink 5 (5pp)
- Enhanced INT 18 (F: Limited to Computers) (6pp)
- Enhanced Skills 2 (Computers +4, Notice +8 [Limited to Detect]) (2pp)
- ESP 5 (audio and visual, 5 miles; F: Medium [electronics]) (10pp)
- Quickness 3 (x10; F: Limited to computers) (1pp)
- Super-senses 9 (Detect EM, ranged, acute, analytical, extended 2, rapid 2; Radio) (9pp)

Equipment: Tactical Vest [Prot 4; 4ep]
Heavy Pistol – [+4 Damage; 8ep],
Knife [STR+1 Damage; Critical 19-20; Thrown; 4ep]
Computer Kit, Electronics Kit, Commlink, Mini-tracer

Combat: Attack +6, Pistols +12; Grapple +8
Damage: Unarmed +2, Pistol +4
Defense +9 (+3 flat-footed)

Saves: Toughness +3/+7, Fortitude +7, Reflex +7, Will +8

Abilities 26 + Skills 20 + Feats 20 + Powers 35 + Combat 24 + Saves 15 = 140

Complications:
Enemies: Section no longer has any records of him, but several of the members do remember him.
Lost in the code: When computer programming, he can sometimes lose track of time and/or what he was
originally doing.

Background:
Alec was recruited into Section right out of college. They put him in their tech support division, backing up
field agents with technical needs. He hated every part of his job, and they forced him to serve with threats
on his life and family. He resigned himself to a life in Section.

Until head of the technical division, Dale Burke, was killed on a mission, and Alec was moved in to assist
the new head. While cleaning up the Burke's files, he found out that the former head was planning on
escaping Section using a virus. Alec decided to use his plan to escape from Section and disappear completely.

That was October 30, 2013.

When he woke up the next day, the whole world had changed. He was among those with powers. He used his
abilities to make his way to Catalina Island, a place he found about online. There he found Burke hadn't died,
but escaped. He had left the virus behind hoping somebody would find it and use it.
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Kenseido's Menagerie of Characters

User avatar
kenseido
Cosmic Entity
Cosmic Entity
Posts: 21184
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas
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Re: Kenseido's Menagerie

Postby kenseido » Fri Mar 14, 2014 7:52 pm

Yamainu - PL 9
Image
Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 4, Presence 2

Advantages
Attractive, Defensive Roll 3, Improved Defense, Improved Initiative, Languages 1, Luck 2, Power Attack, Set-up, Takedown, Teamwork

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

Powers
Okami: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
. . Fang Fist: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Subtle: subtle)
Regeneration 2 (Every 5 rounds)
Spirit Eye: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Trickster's Gifts
. . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
. . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
. . Silver Tongue: Perception Area Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Perception Area: audio, Selective, Subtle 2: undetectable; Limited Degree)
. . Trickster's Presence
. . . . Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . . . Enhanced Trait 21 (Traits: Presence +6 (+8), Persuasion +6 (+12), Advantages: Daze (Deception), Fascinate (Deception), Improved Taunt, Skill Mastery, Taunt, Ultimate Effort: Deception)
. . Without a Trace
. . . . Concealment 10 (All Senses; Precise; Passive)
. . . . Enhanced Trait 8 (Traits: Stealth +10 (+18), Advantages: Hide in Plain Sight, Skill Mastery, Ultimate Effort: Stealth)
. . . . Movement 4 (Trackless: audio, olfactory, tactile, visual 4)

Offense
Initiative +8
Confusion: Affliction 9 (DC Will 19)
Fang Fist: Strength-based Damage 3, +10 (DC 21)
Grab, +8 (DC Spec 13)
Silver Tongue: Perception Area Affliction 9 (DC Will 19)
Throw, +2 (DC 18)
Unarmed, +10 (DC 18)

Complications
Hunted/Prejudice: Kaito is a werewolf, and as a result a lot of monster hunters want to kill him for that reason alone. Near the top of the list is Aegis Kai Doru, whom his father was a member of.
Relationship: Kaito's parents are living his Forton. His father is a former member of Aegis Kai Doru, an ancient order on monster hunters. Kaito also has strong feelings for Susan Brown, who is currently in a relationship with La'gaan.
Rivalry: After being hazed for weeks by two fellow werewolf students, Kaito has finally turned the tables and hit them with a truckload of pranks, the last of which left them being mocked by their fellow students with new nicknames "Glow Worm" and "Pinky." They are not amused. La'gaan is the hero who defetaed Kaito and got him arrested in the first place and is in a relationship with Susan Brown, whom Kaito has feelings for.
Trickster: As a trickster, Yamainu may find himself in the middle of a practical joke without remembering how he got there.
Weakness: Yamainu is a werewolf and has a weakness to silver

Languages
English, Native Language: Japanese

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6/3, Will 10

Power Points
Abilities 52 + Powers 46 + Advantages 13 + Skills 22 (44 ranks) + Defenses 17 = 150

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Coyote Form - PL 9
Image
Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 2, Intellect 0, Awareness 4, Presence 2

Advantages
Attractive, Defensive Roll 4, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Improved Trip, Languages 1, Luck 2, Uncanny Dodge

Skills
Acrobatics 2 (+6), Athletics 4 (+6), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+4), Perception 8 (+12), Persuasion 4 (+6), Stealth 4 (+8)

Powers
Animal Senses: Senses 5 (Acute: olfactory, Darkvision, Tracking: olfactory 1: -1 speed rank, Ultra-hearing)
Animal Swiftness
. . Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Hard to Kill: Regeneration 2 (Every 5 rounds)
Spirit Eyes: Senses 4 (Counters Concealment: Illusion, Counters Illusion: visual)
Step Sideway: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Trickster Gifts
. . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
. . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
. . Without a Trace
. . . . Concealment 10 (All Senses; Precise; Passive)
. . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

Offense
Initiative +8
Confusion: Affliction 9 (DC Will 19)
Grab, +2 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +2 (DC 17)

Languages
English, Native Language: Japanese

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

Power Points
Abilities 40 + Powers 48 + Advantages 15 + Skills 23 (46 ranks) + Defenses 24 = 150

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Fox Form - PL 9
Image
Strength -2, Stamina 4, Agility 4, Dexterity 0, Fighting 0, Intellect 0, Awareness 4, Presence 2

Advantages
Attractive, Defensive Roll 4, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Languages 1, Luck 2, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 6 (+4), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+0), Perception 8 (+12), Persuasion 4 (+6), Sleight of Hand 4 (+4), Stealth 4 (+16)

Powers
Animal Senses: Senses 6 (Darkvision, Extended: visual 2: x100, Extended: audio 2: x100)
Animal Swiftness
. . Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Hard to kill: Regeneration 2 (Every 5 rounds)
Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)
Spirit Eyes: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
Step Sideways: Movement 1 (Dimensional: Choose Dimension 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Trickster Gifts
. . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
. . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
. . Without a Trace
. . . . Concealment 10 (All Senses; Precise; Passive)
. . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

Offense
Initiative +8
Confusion: Affliction 9 (DC Will 19)
Grab, +0 (DC Spec 8)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)

Languages
English, Native Language: Japanese

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

Power Points
Abilities 28 + Powers 63 + Advantages 14 + Skills 27 (54 ranks) + Defenses 18 = 150

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

Okami - PL 9
Image
Strength 6, Stamina 6, Agility 2, Dexterity 1, Fighting 8, Intellect 0, Awareness 4, Presence 2

Advantages
Fearless, Improved Defense, Improved Trip, Languages 1, Luck 2, Power Attack, Startle, Takedown

Skills
Acrobatics 2 (+4), Athletics 2 (+8), Deception 4 (+6), Expertise: Streetwise 4 (+4), Insight 6 (+10), Intimidation 12 (+16), Perception 4 (+8), Persuasion 2 (+4), Stealth 6 (+4)

Powers
Animal Physiology: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Animal Senses: Senses 5 (Acute: olfactory, Darkvision, Tracking: olfactory 1: -1 speed rank, Ultra-hearing)
Bite: Strength-based Damage 4 (DC 25)
Hard to Kill: Regeneration 2 (Every 5 rounds)
Human Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
Large Size: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Spirit Eye: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Tough Hide
. . Immunity 1 (Environmental Condition: Cold)
. . Tough Hide: Protection 4 (+4 Toughness)
Trickster Gifts
. . Confusion: Affliction 6 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 16; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Glamour: Illusion 6 (Affects: Three Sense Types - audio and visual, Area: 60 cft., DC 16)
. . Without a Trace
. . . . Concealment 10 (All Senses; Passive)
. . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

Offense
Initiative +2
Bite: Strength-based Damage 4, +8 (DC 25)
Confusion: Affliction 6 (DC Will 16)
Grab, +8 (DC Spec 16)
Throw, +1 (DC 21)
Unarmed, +8 (DC 21)

Languages
English, Native Language: Japanese

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 10, Will 10

Power Points
Abilities 42 + Powers 60 + Advantages 9 + Skills 21 (42 ranks) + Defenses 18 = 150

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

Raven Form - PL 9
Image
Strength -2, Stamina 4, Agility 4, Dexterity 2, Fighting 0, Intellect 0, Awareness 4, Presence 2

Advantages
Attractive, Defensive Roll 4, Hide in Plain Sight, Improved Defense, Improved Initiative, Languages 1, Luck 2, Uncanny Dodge

Skills
Acrobatics 2 (+6), Athletics 2 (+0), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+0), Perception 8 (+12), Persuasion 4 (+6), Sleight of Hand 2 (+4), Stealth 4 (+16)

Powers
Animal Senses: Senses 4 (Darkvision, Extended: visual 2: x100)
Hard to Kill: Regeneration 2 (Every 5 rounds)
Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)
Spirit Eyes: Senses 4 (Counters Concealment: Illusion, Counters Illusion: visual)
Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
Trickster Gifts
. . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
. . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
. . Without a Trace
. . . . Concealment 10 (All Senses; Precise; Passive)
. . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)
Winged Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +8
Confusion: Affliction 9 (DC Will 19)
Grab, +0 (DC Spec 8)
Throw, +2 (DC 13)
Unarmed, +0 (DC 13)

Languages
English, Native Language: Japanese

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

Power Points
Abilities 32 + Powers 65 + Advantages 12 + Skills 23 (46 ranks) + Defenses 18 = 150
-----------------------------
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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Tue Apr 22, 2014 10:32 am

Kir Avon
Image
Kir Avon - PL 12

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

Advantages
Artificer, Defensive Roll 5, Evasion, Improved Defense, Inventor, Luck 4, Power Attack, Second Chance: Tecnology (Computers): Defeat Security, Skill Mastery: Technology, Ultimate Effort: Technology (Computers)

Skills
Expertise: Arcane Lore 11 (+14), Insight 6 (+9), Perception 8 (+11), Persuasion 10 (+11), Ranged Combat: Technomancy 7 (+10), Technology 11 (+22/+14)

Powers
Computer Savant
. . Enhanced Trait 6 (Traits: Technology +8 (+22), Advantages: Second Chance: Tecnology (Computers): Defeat Security, Ultimate Effort: Technology (Computers); Limited: Computers)
. . Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Computers)
Technomancer Jacket (Removable)
. . Concealment 10 (All Senses; Limited to Machines)
. . Protection 5 (+5 Toughness)
. . Various Tools: Variable 1 (Action 2: free; Quirk 3: Limited to 2 equipment points or less)
Technomancer Staff (Easily Removable)
. . Add Precise Attack 2 and Indirect 4 to Static Discharge: Feature 6
. . Add Reach 5 to Technomancy powers: Feature 5
Technomancy
. . Anima: Summon 8 (Controlled, Type (Broad): Machines; Limited: Requires existing machines to animate)
. . Assemble: Transform 10 (Affects: 1 Thing > 1 Thing - parts to assembled machine, Transforms: 800 lbs., DC 20; Increased Duration: continuous)
. . Cybermancy: Remote Sensing 16 (Affects: 2 Types, inc. Visual - Visual and audio, Range: 250 miles; Medium: Netowrks)
. . Cybermorph: Transform 6 (Affects: Broad > Broad - machines to machines, Transforms: 50 lbs., DC 16; Increased Duration: continuous)
. . Datalink
. . . . Comprehend 2 (Machines / Electronics)
. . . . Radio Communication 4 (Sense Type: machines)
. . . . Senses 1 (Radio)
. . . . Senses 11 (Acute: Detect, Analytical: Detect, Detect: Technology 2: ranged, Extended: Detect 3: x1k, Radius: Detect, Rapid: Detect 3)
. . Disassemble: Transform 10 (Affects: 1 Thing > 1 Thing - assembled to disassembled, Transforms: 800 lbs., DC 20; Increased Duration: continuous)
. . EMP: Nullify 10 (Counters: technology/machines, DC 20; Broad, Simultaneous)
. . Healing 10 (Affects Objects, Resurrection; Limited: Machines/technology)
. . Magnokinesis: Move Object 12 (100 tons; Increased Range: perception, Indirect 4: any point, any direction, Precise, Subtle: subtle; Limited Material: metal)
. . Network: Teleport 9 (2 miles in a move action, carrying 1600 lbs.; Accurate, Extended: 500 miles in 2 move actions, Increased Mass 5; Medium: Networks)
. . Static Discharge: Blast 14 (DC 29)

Offense
Initiative +3
Assemble: Transform 10, +3 (DC Dog 20)
Cybermorph: Transform 6, +3 (DC Dog 16)
Disassemble: Transform 10, +3 (DC Dog 20)
EMP: Nullify 10, +10 (DC Will 20)
Grab, +3 (DC Spec 11)
Magnokinesis: Move Object 12 (DC 22)
Static Discharge: Blast 14, +10 (DC 29)
Throw, +3 (DC 16)
Unarmed, +3 (DC 16)

Complications
Enemy: Kir has taken up the task of dealing with both Dr Shock and the other Trigonsget, so Troy and Rin are not drawn into anything. Madame Macabre has set her sights on the technomancer for some odd reason, and their encounters are half fighting/half flirting.
Motivation: Doing Good: Kir still wants to live up to the example set by his original mentor Tenin.
Relationship: Kir is a member of the Avengers and maintains strong ties to Troy and Rin. He is also still on very friendly terms with Sarah. His latest mentor, Tesseract, calls on him infrequently, but the requests are far from ordinary.
Responsibility: Kir feel sresponsible for keeping Troy out of field work as much as possible, to the point of taking a proactive role in fighting any of Troy's old enemies, so they leave the retired Avenger in piece.
He also feels responsible for what happened to Rin, so he makes every effort to keep his old enemies focus away from the demon mage, as well as all of Rin's siblings.

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 14/9, Will 14

Power Points
Abilities 42 + Powers 70 + Advantages 15 + Skills 27 (53 ranks) + Defenses 31 = 185

A 3e conversion of Kir Avon
-----------------------------
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Re: Kenseido's Menagerie

Postby kenseido » Thu Apr 24, 2014 7:29 pm

Alex Deckard - PL 9

Strength 6, Stamina 6, Agility 6, Dexterity 6, Fighting 10, Intellect 5, Awareness 3, Presence 2

Advantages
All-out Attack, Defensive Roll 2, Eidetic Memory, Equipment 4, Evasion, Improved Defense, Improved Initiative, Jack-of-all-trades, Luck 2, Power Attack, Uncanny Dodge

Skills
Acrobatics 4 (+10), Athletics 4 (+10), Close Combat: Unarmed 2 (+12), Deception 4 (+6), Expertise: Science 5 (+10), Insight 4 (+7), Investigation 4 (+9), Perception 6 (+9), Stealth 4 (+10), Technology 5 (+10)

Powers
Variable 2 (Limited: Only Skills and Feats, Limited: Only to levels of person touching)

Chameleon Device (Removable, -1pp)
Concealment 2 (normal sight; Blending)
Concealment 2 (all Radio)

Equipment
Power Staff (Feature: Collapsible)
- Blaster: Damage +8 (extra: range +1) [16]
- Stun: Affliction +8 (daze/stun/incapacitate, fort resists, extra: range +1) [16]
- Staff: damage +2 (strength based; Advantages: Improved Trip, Reach) [2]

Offense
Initiative +10
Grab, +10 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +12 (DC 21)
Blaster, +6 (DC 23)
Stun, +6 (DC 18)
Staff +10 (DC 23)

Complications
Amnesia: Excessive use of his modified powers before he learned to control them cost him most of his long term memory. Alex's father is working to restore that, but there is not a lot left.
Motivation: Responsibility: Alex feels responsible for the kids of Forton and for the town itself.
Programming: While some of his personality has been restored by his Dad, Alex still falls back on his programming in times of stress. In addition, there may still be some hidden commands his father hasn't found yet.

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 8/6, Will 9

Power Points
Abilities 88 + Powers 15 + Advantages 16 + Skills 21 (42 ranks) + Defenses 13 = 153
-----------------------------
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Crinos
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Re: Kenseido's Menagerie

Postby Crinos » Thu Apr 24, 2014 7:59 pm

Looks good to me.

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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Fri Apr 25, 2014 4:20 pm

Image
Ronai - PL 9
Theme
Strength 6, Stamina 6, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 2, Presence 2

Advantages
Attractive 2, Defensive Roll 2, Improved Initiative, Interpose, Languages 1, Luck 3, Power Attack, Teamwork

Skills
Acrobatics 3 (+6), Athletics 3 (+9), Close Combat: Hard Water Weapons 2 (+10), Expertise: Magic 4 (+6), Insight 5 (+7), Perception 5 (+7), Ranged Combat: Water Sorcery 6 (+9), Stealth 4 (+7)

Powers
Atlantean Physiology
. . Immunity 3 (Environmental Conditions: Cold and Pressure, Suffocation: Drowning)
. . Movement 1 (Environmental Adaptation: Aquatic)
. . Senses 1 (Low-light Vision)
. . Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

Water Sorcery
. . Hard Water
. . . . Hard Water Shields: Enhanced Trait 7 (Traits: Dodge +2 (+10), Parry +2 (+10), Advantages: Evasion 2, Improved Defense)
. . . . Hard Water Weapons: Strength-based Damage 2 (DC 23; Reach (melee) 2: 10 ft., Split: 2 targets, Variable Descriptor 2: broad group - Blunt/Slashing/Piercing)
. . Healing Waters: Healing 9 (Restorative)
. . Ice Bonds: Snare 9 (DC 19)
. . Ice Slick: Shapeable Area Affliction 9 (1st degree: Hindered, 2nd degree: Prone, Resisted by: Strength or Agility, DC 19; Shapeable Area 3: 120 feet, cubic; Limited Degree)
. . Ice/Water Whip: Blast 9 (DC 24; Variable Descriptor: close group - Blunt or Piercing)
. . Water Stream: Line Area Damage 9 (DC 24; Line Area: 5 feet wide by 30 feet long)
. . Water to Ice: Transform 9 (Affects: 1 Thing > 1 Thing - water to ice, Transforms: 400 lbs., DC 19; Increased Range: ranged)
. . Water Wave: Cone Area Damage 9 (DC 24; Cone Area: 60 feet cone)
. . Waterbending: Element Control 9 (Element: Water, 12 tons; Precise)

Offense
Initiative +7
Grab, +8 (DC Spec 16)
Hard Water Weapons: Strength-based Damage 2, +10 (DC 23)
Ice Bonds: Snare 9, +9 (DC Dog 19)
Ice Slick: Shapeable Area Affliction 9 (DC Fort/Will 19)
Ice/Water Whip: Blast 9, +9 (DC 24)
Throw, +4 (DC 21)
Unarmed, +8 (DC 21)
Water Stream: Line Area Damage 9 (DC 24)
Water to Ice: Transform 9, +9 (DC Dog 19)
Water Wave: Cone Area Damage 9 (DC 24)

Complications
Amnesia: Ronai has amnesia and remembers nothing of his like before Nagala.
Motivation: Doing Good: Ronai has the good heart. something Nagala continually had ot use magic to cover up.
Secret Past: There are mysterious enemies from his past that Ronai knows nothing about.

Languages
Base: Atlantean, English

Defense
Dodge 10/8, Parry 10/8, Fortitude 9, Toughness 8/6, Will 9

Power Points
Abilities 64 + Powers 47 + Advantages 12 + Skills 16 (32 ranks) + Defenses 15 = 154

Background
Ronai is an Atlantean with great mystic potential that Nagala found. She cast spells on him to remove his memories and to cover up his heroic nature to better control him.

After training him for a while, the pair of them clashed with Ultramarine and Kir Avon. Kir broke the spells controlling him, and he instinctively helped the heroes defeat Nagala and her undersea monsters.

No one has been able to restore his memories but since he has the heart of a hero - and nowhere else to go, Kir sponsors him on YA.
Last edited by kenseido on Sat Apr 26, 2014 2:36 pm, edited 9 times in total.
-----------------------------
Kenseido's Menagerie of Characters

Crinos
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Re: Kenseido's Menagerie

Postby Crinos » Fri Apr 25, 2014 4:25 pm

I presume this is your next potential character for YA? If so he looks good, and this means I can go ahead with the undersea adventure I had planned.


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